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UnrealEngineUWP/Engine/Source/Editor/Persona/Private/AnimationEditorViewportClient.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "AnimationEditorViewportClient.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Modules/ModuleManager.h"
#include "EngineGlobals.h"
#include "Animation/AnimSequence.h"
#include "EditorStyleSet.h"
#include "AnimationEditorPreviewScene.h"
#include "Materials/Material.h"
#include "CanvasItem.h"
#include "Editor/EditorPerProjectUserSettings.h"
#include "Animation/AnimBlueprint.h"
#include "Preferences/PersonaOptions.h"
#include "Engine/CollisionProfile.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Animation/AnimBlueprintGeneratedClass.h"
#include "GameFramework/WorldSettings.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "PersonaModule.h"
#include "SEditorViewport.h"
#include "CanvasTypes.h"
#include "AnimPreviewInstance.h"
#include "ScopedTransaction.h"
#include "PhysicsEngine/PhysicsAsset.h"
#include "Engine/SkeletalMeshSocket.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
#include "ISkeletonTree.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "SAnimationEditorViewport.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3021292) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3016321 on 2016/06/16 by Ori.Cohen Refactor constraint instance so that we can easily swap parameters at runtime using profiles. Change 3016367 on 2016/06/16 by Marc.Audy Strip #lockdown from changelists as well Change 3016380 on 2016/06/16 by Martin.Wilson Fixes for socket copying in Persona (mode to preserve bone attachment & fix for duplicating same socket multiple times) Change 3016396 on 2016/06/16 by Zak.Middleton #ue4 - Fix bad call to RemoveAt() in FFinalPostProcessSettings::UpdateEntry() causing potential infinite loop. #jira UE-32036 Github #2504 Merging using //UE4/Dev-Framework_to_//UE4/Release-4.12 (reversed) Change 3016477 on 2016/06/16 by Marc.Audy Fix initialization order compile warning Actually initialize LastKnownScale Change 3017624 on 2016/06/17 by James.Golding - Remove DestructibleActor.h from Engine.h - Remove SkeletalMesh.h from EnginePrivate.h Change 3017657 on 2016/06/17 by Benn.Gallagher PR #2253: Fix UDestructibleComponent::AddImpulseAtLocation (Contributed by mik14a) #jira UE-29280 Change 3017658 on 2016/06/17 by Benn.Gallagher PR #1840 fixed generating patch with DestructibleMesh assets (Contributed by Pierdek) #jira UE-24231 Change 3017661 on 2016/06/17 by Benn.Gallagher Dynamic space switching for anim dynamics, also exposed a bunch of properties as optional pins. #jira UEFW-163 Change 3017914 on 2016/06/17 by James.Golding - Add WITH_EDITORONLY_DATA around ProgressiveDrawingFraction - Add number of morph targets to SkelMesh asset registry tags Change 3017915 on 2016/06/17 by James.Golding Move util to find debugged node from FAnimationViewportClient to UAnimGraphNode_SkeletalControlBase Change 3017916 on 2016/06/17 by James.Golding Remove unused FMorphTargetMap struct Change 3018038 on 2016/06/17 by Aaron.McLeran UE-32124 Crash when Deleting Concatenator Node while Playing Sound Cue Change 3018048 on 2016/06/17 by Mieszko.Zielinski Made GameplayDebugger's HUD toggling persist over tool toggling #UE4 Change 3018068 on 2016/06/17 by Mieszko.Zielinski Improved navigaiton-related condition in USceneComponent::PostUpdateNavigationData to avoid doing unnecessary work #Orion Thich change also fixes USceneComponent not working in client-side dynamic navmesh generation Change 3018529 on 2016/06/17 by Aaron.McLeran Passing in sendlist on CreateSource for xaudio2 in effort to avoid lag on AMD with CreateSourceVoice As per this thread: https://udn.unrealengine.com/questions/298497/xaudio2-setoutputvoices-lag.html Change 3018907 on 2016/06/18 by James.Golding UE-32004 Add EngineDefines.h to CameraTypes.h for WORLD_MAX Change 3019372 on 2016/06/20 by James.Golding - Initial add of OrientationDriver node - UI for importing poses from PoseAset not yet working - Add FQuat::AngularDistance Change 3019373 on 2016/06/20 by James.Golding PSD test assets Change 3019444 on 2016/06/20 by Jurre.deBaare Added advanced preview scene, this allows specific profiles to be set altering the Persona and Static mesh editor scene Change 3019565 on 2016/06/20 by Lina.Halper #anim : prioritize socket name over bone name #jira : UE-24847 Change 3019712 on 2016/06/20 by Jurre.deBaare Changed the way the advanced preview tab is spawned for Persona (otherwise would cause a crash in anim graph editor) Change 3020010 on 2016/06/20 by Aaron.McLeran Implementing CL 3019996 in Dev-Framework Proper default LPF values to avoid situation when going to area with no reverb volume Change 3020067 on 2016/06/20 by Ori.Cohen Add constraint profiles to physics assets. Change 3020110 on 2016/06/20 by Lina.Halper Github PR: mesh merge crash fix #jira : UE-19569 Change 3020167 on 2016/06/20 by Ori.Cohen Added the ability to add forces and impulses to all bodies in a skeletal mesh component. Refactored iteration of bodies below in skeletal mesh component. Change 3020324 on 2016/06/20 by Ori.Cohen Bring back cone constraint visualization, but with some improvements like colors and free vs locked. Turn on constraint visualization when drawing a skeletal mesh with constraint show flags. Change 3020342 on 2016/06/20 by Ori.Cohen Fix constraint crash when trying to wake up an actor that hasn't been added into the scene yet. #JIRA UE-32248 Change 3020349 on 2016/06/20 by mason.seay Resaving material assets Change 3020400 on 2016/06/20 by Lina.Halper Disable check single influence on LOD check - this doesn't seem to appropriate anymore #code review:Alexis.Matte Change 3020928 on 2016/06/21 by James.Golding - Move PSD test assets out of Developer folder - Add PSD test AnimBP Change 3021000 on 2016/06/21 by Ori.Cohen Remove ensure from body instance customization. This is a legit case where owner becomes stale (bp recompile for example) #JIRA UE-31445 Change 3021017 on 2016/06/21 by Ori.Cohen Help static analysis Change 3021045 on 2016/06/21 by Marc.Audy Fix regression with detachment in AActor::OnRep_AttachmentReplication #jira UE-32276 [CL 3021299 by Marc Audy in Main branch]
2016-06-21 12:37:19 -04:00
#include "AssetViewerSettings.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
#include "IPersonaEditorModeManager.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
#include "SkeletalMeshTypes.h"
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
#include "Framework/Notifications/NotificationManager.h"
#include "Widgets/Notifications/SNotificationList.h"
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3021292) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3016321 on 2016/06/16 by Ori.Cohen Refactor constraint instance so that we can easily swap parameters at runtime using profiles. Change 3016367 on 2016/06/16 by Marc.Audy Strip #lockdown from changelists as well Change 3016380 on 2016/06/16 by Martin.Wilson Fixes for socket copying in Persona (mode to preserve bone attachment & fix for duplicating same socket multiple times) Change 3016396 on 2016/06/16 by Zak.Middleton #ue4 - Fix bad call to RemoveAt() in FFinalPostProcessSettings::UpdateEntry() causing potential infinite loop. #jira UE-32036 Github #2504 Merging using //UE4/Dev-Framework_to_//UE4/Release-4.12 (reversed) Change 3016477 on 2016/06/16 by Marc.Audy Fix initialization order compile warning Actually initialize LastKnownScale Change 3017624 on 2016/06/17 by James.Golding - Remove DestructibleActor.h from Engine.h - Remove SkeletalMesh.h from EnginePrivate.h Change 3017657 on 2016/06/17 by Benn.Gallagher PR #2253: Fix UDestructibleComponent::AddImpulseAtLocation (Contributed by mik14a) #jira UE-29280 Change 3017658 on 2016/06/17 by Benn.Gallagher PR #1840 fixed generating patch with DestructibleMesh assets (Contributed by Pierdek) #jira UE-24231 Change 3017661 on 2016/06/17 by Benn.Gallagher Dynamic space switching for anim dynamics, also exposed a bunch of properties as optional pins. #jira UEFW-163 Change 3017914 on 2016/06/17 by James.Golding - Add WITH_EDITORONLY_DATA around ProgressiveDrawingFraction - Add number of morph targets to SkelMesh asset registry tags Change 3017915 on 2016/06/17 by James.Golding Move util to find debugged node from FAnimationViewportClient to UAnimGraphNode_SkeletalControlBase Change 3017916 on 2016/06/17 by James.Golding Remove unused FMorphTargetMap struct Change 3018038 on 2016/06/17 by Aaron.McLeran UE-32124 Crash when Deleting Concatenator Node while Playing Sound Cue Change 3018048 on 2016/06/17 by Mieszko.Zielinski Made GameplayDebugger's HUD toggling persist over tool toggling #UE4 Change 3018068 on 2016/06/17 by Mieszko.Zielinski Improved navigaiton-related condition in USceneComponent::PostUpdateNavigationData to avoid doing unnecessary work #Orion Thich change also fixes USceneComponent not working in client-side dynamic navmesh generation Change 3018529 on 2016/06/17 by Aaron.McLeran Passing in sendlist on CreateSource for xaudio2 in effort to avoid lag on AMD with CreateSourceVoice As per this thread: https://udn.unrealengine.com/questions/298497/xaudio2-setoutputvoices-lag.html Change 3018907 on 2016/06/18 by James.Golding UE-32004 Add EngineDefines.h to CameraTypes.h for WORLD_MAX Change 3019372 on 2016/06/20 by James.Golding - Initial add of OrientationDriver node - UI for importing poses from PoseAset not yet working - Add FQuat::AngularDistance Change 3019373 on 2016/06/20 by James.Golding PSD test assets Change 3019444 on 2016/06/20 by Jurre.deBaare Added advanced preview scene, this allows specific profiles to be set altering the Persona and Static mesh editor scene Change 3019565 on 2016/06/20 by Lina.Halper #anim : prioritize socket name over bone name #jira : UE-24847 Change 3019712 on 2016/06/20 by Jurre.deBaare Changed the way the advanced preview tab is spawned for Persona (otherwise would cause a crash in anim graph editor) Change 3020010 on 2016/06/20 by Aaron.McLeran Implementing CL 3019996 in Dev-Framework Proper default LPF values to avoid situation when going to area with no reverb volume Change 3020067 on 2016/06/20 by Ori.Cohen Add constraint profiles to physics assets. Change 3020110 on 2016/06/20 by Lina.Halper Github PR: mesh merge crash fix #jira : UE-19569 Change 3020167 on 2016/06/20 by Ori.Cohen Added the ability to add forces and impulses to all bodies in a skeletal mesh component. Refactored iteration of bodies below in skeletal mesh component. Change 3020324 on 2016/06/20 by Ori.Cohen Bring back cone constraint visualization, but with some improvements like colors and free vs locked. Turn on constraint visualization when drawing a skeletal mesh with constraint show flags. Change 3020342 on 2016/06/20 by Ori.Cohen Fix constraint crash when trying to wake up an actor that hasn't been added into the scene yet. #JIRA UE-32248 Change 3020349 on 2016/06/20 by mason.seay Resaving material assets Change 3020400 on 2016/06/20 by Lina.Halper Disable check single influence on LOD check - this doesn't seem to appropriate anymore #code review:Alexis.Matte Change 3020928 on 2016/06/21 by James.Golding - Move PSD test assets out of Developer folder - Add PSD test AnimBP Change 3021000 on 2016/06/21 by Ori.Cohen Remove ensure from body instance customization. This is a legit case where owner becomes stale (bp recompile for example) #JIRA UE-31445 Change 3021017 on 2016/06/21 by Ori.Cohen Help static analysis Change 3021045 on 2016/06/21 by Marc.Audy Fix regression with detachment in AActor::OnRep_AttachmentReplication #jira UE-32276 [CL 3021299 by Marc Audy in Main branch]
2016-06-21 12:37:19 -04:00
namespace {
// Value from UE3
static const float AnimationEditorViewport_RotateSpeed = 0.02f;
// Value from UE3
static const float AnimationEditorViewport_TranslateSpeed = 0.25f;
// follow camera feature
static const float FollowCamera_InterpSpeed = 4.f;
static const float FollowCamera_InterpSpeed_Z = 1.f;
// @todo double define - fix it
const float FOVMin = 5.f;
const float FOVMax = 170.f;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
namespace EAnimationPlaybackSpeeds
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
// Speed scales for animation playback, must match EAnimationPlaybackSpeeds::Type
float Values[EAnimationPlaybackSpeeds::NumPlaybackSpeeds] = { 0.1f, 0.25f, 0.5f, 1.0f, 2.0f, 5.0f, 10.0f };
}
IMPLEMENT_HIT_PROXY( HPersonaSocketProxy, HHitProxy );
IMPLEMENT_HIT_PROXY( HPersonaBoneProxy, HHitProxy );
#define LOCTEXT_NAMESPACE "FAnimationViewportClient"
/////////////////////////////////////////////////////////////////////////
// FAnimationViewportClient
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FAnimationViewportClient::FAnimationViewportClient(const TSharedRef<ISkeletonTree>& InSkeletonTree, const TSharedRef<IPersonaPreviewScene>& InPreviewScene, const TSharedRef<SAnimationEditorViewport>& InAnimationEditorViewport, const TSharedRef<FAssetEditorToolkit>& InAssetEditorToolkit, bool bInShowStats)
: FEditorViewportClient(FModuleManager::LoadModuleChecked<FPersonaModule>("Persona").CreatePersonaEditorModeManager(), &InPreviewScene.Get(), StaticCastSharedRef<SEditorViewport>(InAnimationEditorViewport))
, SkeletonTreePtr(InSkeletonTree)
, PreviewScenePtr(InPreviewScene)
, AssetEditorToolkitPtr(InAssetEditorToolkit)
, AnimationPlaybackSpeedMode(EAnimationPlaybackSpeeds::Normal)
, bFocusOnDraw(false)
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
, bFocusUsingCustomCamera(false)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
, bShowMeshStats(bInShowStats)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3182087 on 2016/11/01 by Lina.Halper PR #2328: fix morph target weight application order. (Contributed by tmiv) - changed order of morphtarget application to be animation and THEN SetMorphTarget - made sure you could clear the weight also if SetMorphTarget to be 0.f #jira: UE-29999 Change 3182090 on 2016/11/01 by Lina.Halper Fix issue where import doesn't display any message when import type hasn't been detected Change 3182123 on 2016/11/01 by Wes.Hunt ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown. Change 3182177 on 2016/11/01 by Lina.Halper Fix not being able to modify Joint Target Location in detail panel #jira: UE-30900 Change 3182181 on 2016/11/01 by Ben.Zeigler Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init Some header cleanup Change 3182876 on 2016/11/02 by Danny.Bouimad Moving files Change 3182912 on 2016/11/02 by Thomas.Sarkanen Added access to the viewport client from IPersonaViewport Allows systems to hook into the state of the client. #jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails Change 3182927 on 2016/11/02 by Thomas.Sarkanen Initially select current asset in the asset family shortcut bar dropdown #jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does Change 3182970 on 2016/11/02 by Lukasz.Furman CIS fix for gameplay debugger copy of CL# 3165005 Change 3183123 on 2016/11/02 by Mieszko.Zielinski Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4 Change 3183310 on 2016/11/02 by Jurre.deBaare Blendspace changes: - Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp - Re-ordered blendspace.h/cpp - const correctness where possible - Removed unused code paths - Wrapped non-runtime code paths in WITH_EDITOR Blendspace editor refactor: - Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp - New Grid Widget class - Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase - SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase) Change 3183344 on 2016/11/02 by James.Golding UEFW-181 : Move PhysX vehicle support to a plugin - Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm) - Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene - TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure - Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs Change 3183351 on 2016/11/02 by Ben.Zeigler Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry Change 3183354 on 2016/11/02 by Ben.Zeigler Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved Change 3183383 on 2016/11/02 by Thomas.Sarkanen Persona camera fixes Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now). Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable. Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it). #jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor Change 3183409 on 2016/11/02 by Jon.Nabozny #rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable. #jira UE-35660 Change 3183625 on 2016/11/02 by James.Golding Hopeful fix for Mac CIS issue in PhysXVehiclesEditor Change 3183652 on 2016/11/02 by Ben.Zeigler Fix issue where commonly replicated tags didn't work if load from ini was turned off. Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted. Change 3183856 on 2016/11/02 by Richard.Hinckley #jira UEDOC-4006 Editing GameMode and GameState documentation (in Framework branch). Change 3183902 on 2016/11/02 by Mieszko.Zielinski Fixed EQS debug drawing not showing item labels #UE4 Proper implementation of CL#3183899 #jira UE-38122 Change 3183996 on 2016/11/02 by Jon.Nabozny Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536. Change 3184129 on 2016/11/02 by Ben.Zeigler #jira UE-38022 Move GameplayAbilities to a plugin. Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default #jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time #jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object Change 3184130 on 2016/11/02 by Ben.Zeigler Internal game fixups for moving gameplayabilities to a plugin Change 3184469 on 2016/11/02 by Ben.Zeigler Change abilities plugin to be more obviously unsupported Change 3184565 on 2016/11/02 by dan.reynolds AEOverview update with HRTF test map Change 3184800 on 2016/11/03 by Thomas.Sarkanen Added "Show Selected and Parents" to bone display options Also fixed mis-named menu section. #jira UE-35375 - Add 'selected bone and parents' option to Persona viewport Change 3184810 on 2016/11/03 by James.Golding Remove WoflPlat PhysX 3.3 and Apex 1.3 files Change 3184817 on 2016/11/03 by Thomas.Sarkanen Added facial animation support Added curve table to sound wave (internal or external). Added UI support for manipulating these. Improved curve table editor. - Editor can now display curves as well as tables. - Sparse keys are now properly supported (where keys are not presnet at some times in some curves). Added curve source interface. Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves. Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played. Added bulk importer plugin. This imports audio & FBX files and builds cuirve data into SoundWave assets. - Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves. - Added new support for importing curves to a curve table. Added preview of audio to Persona. - Added display, filtering and playback of sound waves from the anim sequence browser. - Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!) - Persona now uses an Actor rather than disparate components. - Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly. - Preview scene can now be manipulated by plugins etc. using a delegate when it is created. - Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'. #jira UEFW-7 - Routing Sound Curves to AnimBP #jira UEFW-5 - Support importing curves #jira UE-37950 - Spawn preview actor in animation editor Change 3184837 on 2016/11/03 by James.Golding PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri) #jira UE-37978 Change 3184847 on 2016/11/03 by Thomas.Sarkanen Fixed editor shutdown crash Dont try to save config when UObjects are all gone. Change 3184853 on 2016/11/03 by James.Golding Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead. Change 3184884 on 2016/11/03 by Thomas.Sarkanen Anim Blueprint thread safety is now checked in the compiler Added new metadata keys for classes and functions to describe their thread safety. Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage. Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.). Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc. CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out. #doc Added link to new section of AnimGraph page, which may benefit from images etc. #jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads. Change 3184886 on 2016/11/03 by Thomas.Sarkanen Content fixes for anim BP thread safety warnings Ocean: Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream. Odin: Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead. Fortnite: Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh Change 3184894 on 2016/11/03 by Thomas.Sarkanen Fix Mac CIS Change 3184951 on 2016/11/03 by Thomas.Sarkanen Fix CIS warning on clang platforms Change 3185176 on 2016/11/03 by James.Golding Hopeful fix for building PhysXVehicles plugin for mac Change 3185289 on 2016/11/03 by Alex.Delesky #jira UE-37773 - Updating the Gameplay Tags UI to allow for the following: -Addition of a tag with comments and a specific INI location -An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag -A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references) -Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified -Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array Change 3185331 on 2016/11/03 by Marc.Audy Remove duplicated condition from if Change 3185426 on 2016/11/03 by James.Golding Another attempt at fixing mac builds of PhysXVehicles plugin Change 3185487 on 2016/11/03 by James.Golding - Remove TireType assets from templates/sample, add TireConfigs instead - Make deprecated vehicle vars visible (but not editable), to help converting content - Change icon for PhysX vehicle plugin Change 3185520 on 2016/11/03 by James.Golding Trying yet again to fix Mac CIS! Change 3185542 on 2016/11/03 by Ben.Zeigler #jira UE-34086 Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent #jira UE-35652 Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate Change 3185570 on 2016/11/03 by Marc.Audy Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null. Remove some autos Change 3185749 on 2016/11/03 by dan.reynolds AEOverview test map addition: testing Virtual Voice Change 3185946 on 2016/11/03 by dan.reynolds AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps Change 3185972 on 2016/11/03 by Lina.Halper Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser #jira: UE-31890 #code review: Thomas.Sarkanen Change 3186043 on 2016/11/03 by Alex.Delesky #jira UE-37773 - Fixing some of the gameplay tags UI based on feedback -Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets -Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible -Tags with comments will now display both their name and their comment in tooltips Change 3186207 on 2016/11/03 by Alex.Delesky #jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names Change 3186321 on 2016/11/03 by Dan.Reynolds Removed deprecated test asset (BP_ProceduralSoundWaveTest) Change 3186740 on 2016/11/04 by Thomas.Sarkanen Removed FPersona and supporting classes Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more). #jira UEFW-222 - Remove FPersona Change 3186741 on 2016/11/04 by Thomas.Sarkanen Fix non-unity builds Change 3186755 on 2016/11/04 by Thomas.Sarkanen Prevent adding keys to read-only curves in curve tables Lock off the shift-LMB shortcut to add keys #jira UE-38210 - Crash trying to add a key to a curve table in curve view Change 3186798 on 2016/11/04 by James.Golding UE-37503 - Add FHitResult output to K2_LineTraceComponent Change 3186800 on 2016/11/04 by James.Golding - Remove deprecated collision functions in KismetSystemLibrary - Remove _NEW from collision function names, add redirectors - Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941) Change 3186989 on 2016/11/04 by James.Golding Fix CIS fail in Fortnte Change 3187081 on 2016/11/04 by Wes.Hunt EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125 Change 3187135 on 2016/11/04 by Jurre.deBaare Fix for incorrect framework version in blendspace serialization code. Change 3187682 on 2016/11/04 by Ben.Zeigler #jira UE-38289 Fix crash when replicated tag array is empty Change 3188113 on 2016/11/05 by Mieszko.Zielinski Removed a bunch of deprecated AI module functions #UE4 Cut-off point at v4.10 Change 3188119 on 2016/11/05 by Mieszko.Zielinski Deprecated AI functionality removal fallout fixes #UE4 Change 3188121 on 2016/11/05 by Mieszko.Zielinski PR #2883: Added a Cone EQS Generator (Contributed by orfeasel) Did some massaging on change. #jira UE-37685 Change 3188122 on 2016/11/05 by Mieszko.Zielinski Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4 Change 3188442 on 2016/11/07 by James.Golding Check in trace debug draw test map Change 3188463 on 2016/11/07 by james.cobbett Submitting Pose Snapshot test map and asset Change 3188618 on 2016/11/07 by Thomas.Sarkanen Expanded pose snapshot system Allows poses to be stored in variables. Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT. Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin. Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more. #jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with) Change 3188619 on 2016/11/07 by Thomas.Sarkanen Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h Change 3188642 on 2016/11/07 by Thomas.Sarkanen Added new test for pose variables Change 3188716 on 2016/11/07 by Ben.Zeigler #jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file Change 3189020 on 2016/11/07 by dan.reynolds Added a test map for Audio Volume Ambient Zone test for Play Sound at Location AVOverviewAZPlaySoundAtLocation Change 3189188 on 2016/11/07 by Jon.Nabozny Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp. #jira UE-36607 Change 3189199 on 2016/11/07 by Jon.Nabozny Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design. #jira UE-33038 Change 3189271 on 2016/11/07 by Aaron.McLeran UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module - Fixups for removals - Several bug fixes for sound classes Change 3189450 on 2016/11/07 by Aaron.McLeran Fixes for facial animation playback progress - Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms. - Allowing platforms to override to get a "sample accurate" playback time for platforms that are able. Change 3189507 on 2016/11/07 by Wes.Hunt * Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820 * Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it. * Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802 * Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811 * Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes. * Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808 * Removed GetUniqueDeviceId code from LauncherInstaller. * Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event. * Removed DeviceID from SessionStart analytics event. #FYI: justin.sargent, Chris.Wood, Wes.Fudala * Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers. * Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing. * Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it. Change 3190032 on 2016/11/08 by Wes.Hunt Fix a few places I forgot to deprecate regarding GetMacAddress. Change 3190107 on 2016/11/08 by Wes.Hunt Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way. Change 3190326 on 2016/11/08 by Aaron.McLeran Fixing CIS build warning Change 3190495 on 2016/11/08 by Jon.Nabozny Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent. #jira UE-37512 Change 3190566 on 2016/11/08 by Martin.Wilson Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons) #jira UE-27323 Change 3190631 on 2016/11/08 by Martin.Wilson Fix notify validation not triggering when using set time/set frame context menu options #jira UE-37857 Change 3190666 on 2016/11/08 by Martin.Wilson Add info about anim instance to additive warning #jira UE-35930 Change 3191290 on 2016/11/09 by Thomas.Sarkanen Fix skeleton tree selection disappearing when filtering changes Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework) Split SSkeletonTree into multiple files Items now derive from the common base class ISkeletonTreeItem. New skeleton tree item RTTI added modlled on the drag/drop RTTI. Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come). Item selection is now preserved on filter change. Filtering now (optionally) keeps the hierarchy in place. #jira UE-31017 - Skeleton Selection is Lost When Changing Filters Change 3191325 on 2016/11/09 by Thomas.Sarkanen Fix clang CIS Change 3191344 on 2016/11/09 by Thomas.Sarkanen More clang CIS fixes Change 3191345 on 2016/11/09 by Thomas.Sarkanen CIS fix: Missed another enum fwd declaration Change 3191374 on 2016/11/09 by Thomas.Sarkanen Remove 4.11 deprecated functions from animation systems Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways). #jira UE-35748 - Clean up 4.11 Deprecated functions Change 3191375 on 2016/11/09 by Thomas.Sarkanen Fixup Orion hero instance after deprecation Change 3191739 on 2016/11/09 by Marc.Audy PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor. Change 3191827 on 2016/11/09 by Marc.Audy Raw Input plugin allowing support of steering wheels and flightsticks #jira UEFW-237 Change 3191828 on 2016/11/09 by Ben.Zeigler #jira UE-38384 Comment cleanup for gameplay tag library Change 3191889 on 2016/11/09 by Ben.Zeigler #jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control If a settings file does not yet exist on disk, also try adding to source control after writing it Change 3191911 on 2016/11/09 by Marc.Audy Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game. #jira UEFW-237 Change 3191915 on 2016/11/09 by Marc.Audy Provide useful tooltips for raw input setting properties #jira UEFW-237 Change 3192039 on 2016/11/09 by dan.reynolds AEOverview Update - Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap - Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes Change 3192059 on 2016/11/09 by Martin.Wilson Fix montage thumbnail rendering with ref pose #jira UE-35578 Change 3192065 on 2016/11/09 by Martin.Wilson Widen bone reference widget to give a better view of the name and added full name to tooltip #jira UE-36264 Change 3192217 on 2016/11/09 by Martin.Wilson Auto selected current bone when opening bone reference tree #Jira UE-36264 Change 3192332 on 2016/11/09 by Marc.Audy Fix RawInput compiling when WITH_EDITOR is false #jira UE-38433 Change 3193061 on 2016/11/10 by Thomas.Sarkanen Marked facial animation plugin & component as experimental/beta Change 3193072 on 2016/11/10 by Martin.Wilson Correct reference skeleton fix up order Change 3193112 on 2016/11/10 by Danny.Bouimad Pesudo hair asset usintphat for testing Change 3193243 on 2016/11/10 by Martin.Wilson Fix removal of USkeleton bone tree entries #Jira UE-37363 Change 3193249 on 2016/11/10 by Marc.Audy Raw input compile fixes: Fix additional not with_editor compile issues Fix static analysis warnings #jira UE-38433 Change 3193558 on 2016/11/10 by Martin.Wilson Move "Number of Curves" label creation to attribute so that it updates dynamically #jira UE-26767 Change 3193664 on 2016/11/10 by Marc.Audy PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing) #jira UE-38436 Change 3193719 on 2016/11/10 by Lukasz.Furman fixed vertical jitter in replicated NavWalking movement #jira UE-33260 Change 3193802 on 2016/11/10 by Marc.Audy Remove some autos, fix NULL to nullptr, call GetWorld just once Change 3193809 on 2016/11/10 by Marc.Audy Fix Mac CIS compile error #jira UE-38501 Change 3194053 on 2016/11/10 by Aaron.McLeran Fixed crash on shutdown when using audio mixer - Switching audio mixer to use a runnable thread rather than async tasks - Fixed issue where audio buffers weren't taking ownership of wave data Change 3194057 on 2016/11/10 by Aaron.McLeran Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files. - Added support for 8 channel source files. Change 3194070 on 2016/11/10 by Aaron.McLeran Fixing stupid compile error Change 3194779 on 2016/11/11 by Jon.Nabozny Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume. Missed the '=true' portion. Change 3194967 on 2016/11/11 by Mieszko.Zielinski PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher) #jira UE-38443 #jira UE-30906 Change 3195741 on 2016/11/11 by Ben.Zeigler #UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures Change 3196655 on 2016/11/14 by Marc.Audy Remove pointless remove/adds from Odin DefaultEngine.ini. This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to #jira UE-38562 Change 3196678 on 2016/11/14 by Lukasz.Furman pass on gameplay debugger's EQS category copy of CL# 3195071, 3195152, 3196617 with local fixes Change 3196700 on 2016/11/14 by Ben.Zeigler #jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows Change 3196719 on 2016/11/14 by Thomas.Sarkanen Added extra output to anim BP compiler when a blueprint function call is used This allows us to give more info to users when unsafe things (like blueprint functions) are used. Change 3196799 on 2016/11/14 by Jurre.deBaare Fix for blendspace tooltip crash #fix Check before dereferencing animation ptr on samples :) Change 3196971 on 2016/11/14 by Lukasz.Furman replaced hardcoded value for pathfollowing's focal point distance with a parameter #ue4 Change 3196994 on 2016/11/14 by Marc.Audy Slightly improve performance of boolean check Change 3197768 on 2016/11/14 by dan.reynolds AEOverview Stage 2 WIP - Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.) - Added Categorization menu to Main staging map to help sorting maps by category - Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically. Change 3197782 on 2016/11/14 by dan.reynolds AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP Change 3197801 on 2016/11/14 by dan.reynolds AEOverviewMain Stage 2 WIP: - Added Select All Buttom to select all loaded menu items Change 3197988 on 2016/11/15 by Thomas.Sarkanen Add the ability to use incompatible meshes with snapshots We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh. No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads. #jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies Change 3198062 on 2016/11/15 by Thomas.Sarkanen Disabled threaded update on various anim blueprints to remove cook warnings #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198071 on 2016/11/15 by Thomas.Sarkanen Fix default values not being available to change post anim BP compilation Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it). #jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected Change 3198082 on 2016/11/15 by Jurre.deBaare CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes #fix UI and ClampMin to 1 #jira UE-38587 Change 3198138 on 2016/11/15 by Thomas.Sarkanen Expose montage functions to Blueprint Made sure to flag appropriate functions as not thread safe. Also const-corrected a few functions that should be. Github #2918: Blueprint Callable Montage Set/Get Position #jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position Change 3198141 on 2016/11/15 by Jurre.deBaare Crash from generated Merged Actor with no created lightmap UV #fix Always flag UV channel 0 to be occupied #jira UE-38520 Change 3198420 on 2016/11/15 by Thomas.Sarkanen Move thread-safety check flags to the UAnimBlueprint Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load. Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues. #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198485 on 2016/11/15 by Thomas.Sarkanen Properly fix compile-on-load/cook warnings about anim blueprint thread safety Content only re-save. #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198622 on 2016/11/15 by Ben.Zeigler #jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature [CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
, bInitiallyFocused(false)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
// we actually own the mode tools here, we just override its type in the FEditorViewportClient constructor above
bOwnsModeTools = true;
// Let the asset editor toolkit know about the mode manager so it can be used outside of thew viewport
InAssetEditorToolkit->SetAssetEditorModeManager((FAssetEditorModeManager*)ModeTools);
Widget->SetUsesEditorModeTools(ModeTools);
((FAssetEditorModeManager*)ModeTools)->SetPreviewScene(&InPreviewScene.Get());
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3136629 on 2016/09/22 by Marc.Audy bye bye auto Change 3136631 on 2016/09/22 by Marc.Audy Allow objects to be marked as duplicate transient or non PIE duplicate transient ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient #jira UE-35680 Change 3136636 on 2016/09/22 by Marc.Audy ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints Component Activate/Deactivate events now provide component as a property #jira UE-35191 Change 3136640 on 2016/09/22 by Marc.Audy Expose bReplicates to blueprint component properties #jira UE-34433 Change 3136709 on 2016/09/22 by Ori.Cohen Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached. #JIRA UE-36234 Change 3136710 on 2016/09/22 by Ori.Cohen Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together. #JIRA UE-35899 Change 3136770 on 2016/09/22 by Marc.Audy Fix compile error Change 3136854 on 2016/09/22 by Marc.Audy Sprite components need to be text export transient #jira UE-36064 Change 3136926 on 2016/09/22 by Ori.Cohen Fix ensure when skeletal mesh bodies have no collision. Change 3137054 on 2016/09/22 by Aaron.McLeran PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes) Change 3137058 on 2016/09/22 by Aaron.McLeran PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet) Change 3137060 on 2016/09/22 by Aaron.McLeran UE-36336 Fixing A3D for mono/2D sounds - Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds - Fixing A3D mono sources from failing after a time Change 3137066 on 2016/09/22 by Aaron.McLeran Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0 Change 3137098 on 2016/09/22 by dan.reynolds AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process. Change 3137132 on 2016/09/22 by Aaron.McLeran PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge) Change 3137175 on 2016/09/22 by Aaron.McLeran Fixing compile error with PhysXCollision.cpp from CL 3136710 Change 3137540 on 2016/09/23 by Thomas.Sarkanen Fixed crash when generating LODs automatically for skeletal meshes Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification. #jira UE-36253 - Crash applying LOD changes in Persona Change 3137720 on 2016/09/23 by Thomas.Sarkanen Changed asset shortcut bar to display asset names & reworked padding #jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text Change 3137761 on 2016/09/23 by Martin.Wilson Fix typo in root motion from everything accumulation code Change 3137877 on 2016/09/23 by Thomas.Sarkanen Fixed undo/redo forcing skeletal meshes into t-pose Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent. #jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function Change 3137885 on 2016/09/23 by Benn.Gallagher Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect. #jira UE-35151 Change 3137888 on 2016/09/23 by Benn.Gallagher Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links #jira UE-24860 Change 3137889 on 2016/09/23 by Benn.Gallagher Fixed transform and widget inconsistencies in IK edit mode #jira UE-20628 Change 3137890 on 2016/09/23 by Jurre.deBaare Alembic Cached Geometry Does Not Display in Stand Alone Game #fix required to force load the GeometryCache module during runtime #jira UE-36187 Change 3137892 on 2016/09/23 by Jurre.deBaare Geometry cache playback should work in sequencer #fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway) #jira UE-35447 Change 3137893 on 2016/09/23 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals #fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence #jira UE-35091 Change 3137894 on 2016/09/23 by Jurre.deBaare Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor #fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created #misc added a new check + message in case this occurs again #jira UE-36059 Change 3137938 on 2016/09/23 by Jurre.deBaare Alembic Importing with Incorrect UV's #fix adding option for flipping UVs on import #jira UE-36190 Alembic import axis not aligned correctly #fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max) #jira UE-35510 Change 3137949 on 2016/09/23 by Jurre.deBaare Frame range importing causes confusion during Alembic importing #fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames. #misc changed settings UI listview layout (extra columns and resized old ones) #jira UE-35498 Change 3137994 on 2016/09/23 by Martin.Wilson Fix for creating an empty state when dragging a montage into a state machine graph #jira UE-33371 Change 3138103 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds Change 3138104 on 2016/09/23 by Aaron.McLeran UE-35392 Copy pasting local node into separate project crashes the engine Change 3138224 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds - Adding a check for wave instance count to account for virtualized sounds (one-shots) Change 3138666 on 2016/09/23 by Ben.Zeigler #UEFW-204 Add more comprehensive gameplay tag tests Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon Change 3138779 on 2016/09/23 by Marc.Audy Get rid of pointless casts Change 3138782 on 2016/09/23 by Marc.Audy remove some GWorlds Change 3139701 on 2016/09/26 by Jurre.deBaare Assert failed on GemetryCache for PS4 package #fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files #jira UE-36392 Change 3139704 on 2016/09/26 by Jurre.deBaare Fix for -1 begin frame #fix do the max as an signed int, to make sure we don't wrap around Change 3139748 on 2016/09/26 by Benn.Gallagher PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri) Moved the definition of the boundary to a FPhysScene class static Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary #jira UE-35736 Change 3139903 on 2016/09/26 by Benn.Gallagher Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values #jira UE-34366 Change 3140409 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger copy of CL# 3140399 Change 3140516 on 2016/09/26 by dan.reynolds AEOverview Map Update - Ambient Zone + Focus Test Change 3140526 on 2016/09/26 by Jon.Nabozny #rn Fixed CanJump inconsistencies with previous versions. Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how jump count and hold time were compared in CanJump. #jira UE-35524, UE-35582 Change 3140745 on 2016/09/26 by dan.reynolds AEOverview Test Map Update + Occlusion Test Change 3140839 on 2016/09/26 by dan.reynolds AEOverview - minor updates Change 3141101 on 2016/09/27 by Thomas.Sarkanen Preview scene worlds now render correctly Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index). In-game hidden flags now apply to GamePreview, but not EditorPreview worlds. Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose. Fixed up UT cases where this was being used. FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport). Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview. Fixed erroneous use of TEnumAsByte for non-uproperty WorldType. #jira UE-22883 - Using FPreviewScenes in-game for scene captures Change 3141106 on 2016/09/27 by Thomas.Sarkanen Column toggling improvements Column toggle menu now does not close when items are selected. This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection. Also allowed columns to be hidden by default for specific use cases (like the sequence browser). #jira UE-35818 - Anim asset browser column picker should stay up Change 3141131 on 2016/09/27 by Thomas.Sarkanen Fix CIS warnings Fallout from preview world changes Change 3141143 on 2016/09/27 by Jurre.deBaare Fix for CIS errors Change 3141235 on 2016/09/27 by Thomas.Sarkanen Fix offset of Persona floor mesh when auto-alignment is enabled When auto alignment was disabled, the offset wasnt getting taken into account. #jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled Change 3141327 on 2016/09/27 by Marc.Audy Ensure that the client side AttachChildren array remains accurate #jira UE-26025 Change 3141474 on 2016/09/27 by mason.seay Updating test map name and moving PlayerStart Change 3141501 on 2016/09/27 by Benn.Gallagher Loading time improvements for destructibles from Nvidia Updated to use new framework custom version instead of global object version Fixed usage of TArray to enable correct loading and saving of the cached data. #jira UE-29680 Change 3141889 on 2016/09/27 by Marc.Audy Fix DestructibleMesh when WITH_APEX is 0 #jira UE-36484 Change 3142034 on 2016/09/27 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971 Change 3142131 on 2016/09/27 by Ori.Cohen Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query. #JIRA UE-36381 Change 3142154 on 2016/09/27 by Ori.Cohen Fix build, ModuleCachedData instead of NxApexModuleCachedData Change 3142159 on 2016/09/27 by mason.seay Blueprint for testing Child Actor Templates Change 3142255 on 2016/09/27 by Jon.Nabozny Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument. #jira UE-35199, UE-35197, UE-35201 Change 3142717 on 2016/09/27 by dan.reynolds AEOverview Update + Sound Class Test Change 3142764 on 2016/09/27 by Marc.Audy Fix Ocean deprecation warnings Change 3142962 on 2016/09/28 by Thomas.Sarkanen Fixed bounds calculations for local camera animations Correctly calculated bounds as local to the initial transform in the track. Implemented suggested fixes from UDN user chhaddon (The Coalition). #jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true Change 3143007 on 2016/09/28 by Martin.Wilson Added virtual bones to USkeleton API Breaking change: -Added USkeleton pointer to RemoveBonesByName -FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead #jira UEFW-81 Change 3143040 on 2016/09/28 by James.Golding Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG Fix up game projects to compile in Shipping/Test after this change PR #2757: (Contributed by projectgheist) #jira UE-35488 Change 3143046 on 2016/09/28 by James.Golding Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file) Change 3143047 on 2016/09/28 by James.Golding PR #2731: Capsule primitive drawing fix (Contributed by kamrann) #jira UE-35142 Change 3143050 on 2016/09/28 by Martin.Wilson Update DDC key as some animation have stale data Change 3143088 on 2016/09/28 by Martin.Wilson CIS Fixes for Ocean after FReferenceSkeleton changes Change 3143090 on 2016/09/28 by Benn.Gallagher Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it. #jira UE-36482 Change 3143091 on 2016/09/28 by Thomas.Sarkanen Fix play/pause keyboard shortcut toggle in Persona based editors Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks). Added the ability for FEdModes to specify whether they can use a widget mode. Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now). #jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused Change 3143100 on 2016/09/28 by James.Golding UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown Change 3143107 on 2016/09/28 by Martin.Wilson Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us #jira UE-34431 Change 3143125 on 2016/09/28 by Jurre.deBaare PR #2749: Fix blend space triangulation (Contributed by tmiv) Change 3143225 on 2016/09/28 by Jurre.deBaare Mesh/material merging basic test files Change 3143235 on 2016/09/28 by Martin.Wilson Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section #jira UE-35929 Change 3143312 on 2016/09/28 by Marc.Audy Don't globally reregister components, globally recreate render state instead when force deleting assets Fixes crash force deleting a blueprint with a child actor component in it from the content browser Change 3143340 on 2016/09/28 by Mieszko.Zielinski Improved consistency of loudness usage in AISense_Hearing #UE4 Change 3143359 on 2016/09/28 by Marc.Audy Fix spelling error in comment Change 3143372 on 2016/09/28 by Jurre.deBaare HLOD meshes are causing degenerate triangles #fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers #jira UE-34336 Change 3143420 on 2016/09/28 by Mieszko.Zielinski Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4 Change 3143421 on 2016/09/28 by Martin.Wilson Allow reading on animation sequence length in blueprints #jira UE-34168 Change 3143455 on 2016/09/28 by James.Golding Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds. Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions Change 3143518 on 2016/09/28 by Jurre.deBaare Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material #fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material) #misc set texture sampling for HLOD proxy base material to clamp #jira UE-35221 Change 3143542 on 2016/09/28 by James.Golding Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if Fix comment Enable by default for FN Change 3143543 on 2016/09/28 by Benn.Gallagher Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton. Change 3143556 on 2016/09/28 by Aaron.McLeran UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE Change 3143566 on 2016/09/28 by Benn.Gallagher Readded early out alongside new ensure for catching bad preFilter shapes Change 3143568 on 2016/09/28 by Marc.Audy Fix deprecation warnings in UT Change 3143572 on 2016/09/28 by Jurre.deBaare More test content for mesh/material merging Change 3143581 on 2016/09/28 by Jurre.deBaare More content :D Change 3143585 on 2016/09/28 by Jurre.deBaare Geometry cache cleaning #misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump) #misc cleaning out unecessary code Change 3143594 on 2016/09/28 by Marc.Audy Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template #jira UE-36511 Change 3143658 on 2016/09/28 by Marc.Audy RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference #jira UE-36553 Change 3143776 on 2016/09/28 by Marc.Audy Properly reinstance child actor templates when using the fast reinstancing path #jira UE-36516 Change 3143896 on 2016/09/28 by Ori.Cohen Remove UPROPERTY on aggregate threshold which is always read from the physics settings. Change 3144022 on 2016/09/28 by Ben.Zeigler Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system Change 3144252 on 2016/09/28 by mason.seay More blueprints for child actor template testing Change 3144262 on 2016/09/28 by Mason.Seay Deleting assets Change 3144283 on 2016/09/28 by dan.reynolds AEOverview update + Sound Priority Test Change 3144411 on 2016/09/28 by dan.reynolds AEOverview end of day update and tweaks Change 3144679 on 2016/09/29 by Benn.Gallagher Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth. Change 3144856 on 2016/09/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview #jira UE-30384 Change 3144864 on 2016/09/29 by Thomas.Sarkanen Preview mesh fixes Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen). Skeleton preview meshes are now shown as empty if none is set (but a default is chosen). #jira UE-36582 - Cannot set preview mesh per-animation Change 3144865 on 2016/09/29 by Jurre.deBaare More test content Change 3144885 on 2016/09/29 by James.Golding UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor Change scale clamping in UpdateBodyScale to catch cases like (1,0,1) Change 3144903 on 2016/09/29 by Thomas.Sarkanen Deprecating StaticMesh in UStaticMeshComponent Added GetStaticMesh to access the value as read-only. SetStaticMesh is now called in all locations that used to call "StaticMesh =". Lots of fixups. #jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent Change 3145020 on 2016/09/29 by Thomas.Sarkanen Fix bounds calculations that include bones to respect LOD (and other requried bones) Sometimes bones would not be updated if we LOD switched, extending the bounds. #jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD Change 3145041 on 2016/09/29 by Jurre.deBaare Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results #fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh #misc ignore the source lightmap uv channels to reduce data #jira UE-36595 Change 3145219 on 2016/09/29 by Benn.Gallagher Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time. #jira UE-36552 Change 3145222 on 2016/09/29 by Jurre.deBaare Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash #fix on import set _all_ bone influence to 0 #jira UE-36602 Change 3145267 on 2016/09/29 by Ori.Cohen Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults. #JIRA UE-36483 Change 3145306 on 2016/09/29 by Jon.Nabozny Fixed PhAT so multiple constraints can be selected and edited properly at the same time. #JIRA: UE-31493 Change 3145342 on 2016/09/29 by Marc.Audy Do not update cull distance volumes whenever any property changes * Any movement or property change of a cull distance volume still does a global update * Any movement of a component belong to any other Actor updates only the components of that Actor * Any property change of a primitive component only updates that component #jira UE-36399 Change 3145958 on 2016/09/29 by Marc.Audy In game worlds don't auto activate components until the actor is ready to process them #jira UE-35189 Change 3146110 on 2016/09/29 by dan.reynolds AEOverview update + Soundwave Procedural Test Map Change 3146375 on 2016/09/30 by Benn.Gallagher Fixed crash saving newly created destructible mesh after material refactor. #jira UE-36619 Change 3146378 on 2016/09/30 by James.Golding UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before) Also add stat for FBodyInstance::LineTrace Change 3146379 on 2016/09/30 by James.Golding Add test assets for creating procmesh collision in non-editor builds Change 3146386 on 2016/09/30 by Thomas.Sarkanen Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance. This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used. #jira UE-36251 - Ensures showing uncompressed animations in anim blueprints Change 3146464 on 2016/09/30 by Thomas.Sarkanen Fix layered blend per bone odd/even connection counts alternately working/not working Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName. #jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs Change 3146652 on 2016/09/30 by Benn.Gallagher Fixed subinstance properties appearing in the caller's details panel as oddly named properties. #jira UE-34141 Change 3146673 on 2016/09/30 by Martin.Wilson Make RawAnimationData (and associated anim sequence data) private #jira ue-25869 Change 3146680 on 2016/09/30 by Benn.Gallagher Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node #jira UE-29847 Change 3146681 on 2016/09/30 by Benn.Gallagher Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node #jira UE-30885 Change 3146711 on 2016/09/30 by Jon.Nabozny Fix PhAT SnapConstraintToBone. #jira UE-31491 Change 3146717 on 2016/09/30 by Danny.Bouimad Adding Jurres really useful merge actor test assets to somewhere QA can get em. Change 3146738 on 2016/09/30 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #tests Editor tests with mambo pose asset #jira UE-36189 Change 3146750 on 2016/09/30 by Jurre.deBaare Material baking issue #misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture) #misc Replaced incorrect masks with _way_ better approach thanks to Martin Change 3146755 on 2016/09/30 by Jurre.deBaare Need better progress bar for HLOD #fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback #jira UE-34334 Change 3147085 on 2016/09/30 by Marc.Audy PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay) #jira UE-36632 Change 3147224 on 2016/09/30 by Martin.Wilson CIS Fix Change 3147280 on 2016/09/30 by Marc.Audy Mouse smoothing should use application frame rate, not the dilated game frame rate #jira UE-31040 Change 3147446 on 2016/09/30 by Aaron.McLeran UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly Change 3147693 on 2016/09/30 by Ben.Zeigler #jira UE-36657 If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location Change 3147697 on 2016/09/30 by Jon.Nabozny Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX #jira UE-30486 Change 3147761 on 2016/09/30 by Jon.Nabozny Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage. Change 3148533 on 2016/10/03 by Thomas.Sarkanen Fix new deprecation warnings introduced by the pull from main Change 3148567 on 2016/10/03 by Marc.Audy Fix crash when exiting PIE while a panoramic screenshot is being taken Make stereo panorama tick with the world it is operating on #jira UE-36492 Change 3148571 on 2016/10/03 by Marc.Audy Allow modification of components that are EditAnywhere but don't exist in the CDO #jira UE-36694 Change 3148607 on 2016/10/03 by Martin.Wilson Properly end notify states when we clear the anim instance on a skeletal mesh. #jira UE-32488 Change 3148711 on 2016/10/03 by Martin.Wilson Fix type in virtual bone tooltip #jira UE-36703 Change 3148746 on 2016/10/03 by Benn.Gallagher Fixed a few cases where post process and sub instance anim calls weren't being made correctly. #jira UE-36529 Change 3148807 on 2016/10/03 by Martin.Wilson Fix mismatch skeleton error when undoing virtual bone changes #jira UE-36705 Change 3148812 on 2016/10/03 by Martin.Wilson Add undo support to removing virtual bones #jira UE-36706 Change 3148975 on 2016/10/03 by Jurre.deBaare Issue with combining meshes both with/without normal maps #fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect) #misc fixed issue in function to set texture rectangle to a single colour #misc spotted comparison error Change 3148976 on 2016/10/03 by Ori.Cohen Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs #JIRA UE-36639 Change 3148991 on 2016/10/03 by Jurre.deBaare Changing LOD materials on Merged Actors Crashes Editor #fix take into account LOD that is using the material when remapping (removing duplicate) materials #jira UE-35883 Change 3148997 on 2016/10/03 by Jurre.deBaare Make sure we remove matrix samples that fall outside of the import range and remap those that are in range Change 3149002 on 2016/10/03 by Jurre.deBaare Issues with importing Alembic caches using matrix transformations #fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from Change 3149030 on 2016/10/03 by Martin.Wilson Dont show save warning on animations when we have curve data #jira UE-34145 Change 3149115 on 2016/10/03 by Mieszko.Zielinski Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4 #jira UE-35153 Change 3149186 on 2016/10/03 by Ben.Zeigler #UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it. This code is weird but this solution is better than the old version and handles inconsistent results Change 3149235 on 2016/10/03 by Martin.Wilson Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself. #jira UE-20005 Change 3149245 on 2016/10/03 by Marc.Audy Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates. Change 3149397 on 2016/10/03 by Ori.Cohen Fix collision profile writing out response values to channels that don't exist. #JIRA UE-36359 Change 3149679 on 2016/10/03 by Zak.Middleton #ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category. Change 3149929 on 2016/10/04 by Jurre.deBaare Fix for CIS errors #fix Mac didn't like undefined struct Change 3149977 on 2016/10/04 by danny.bouimad Massive update to Merge Actor test files Change 3150014 on 2016/10/04 by James.Golding UE-36686 Fix crash when slicing and not creating other section Change 3150016 on 2016/10/04 by James.Golding UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging Change 3150019 on 2016/10/04 by James.Golding UE-36737 Fix LineTraceComponent not returning face index Change 3150020 on 2016/10/04 by James.Golding UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module Change 3150027 on 2016/10/04 by Ben.Marsh Add PhysX build option into Dev-Framework. Change 3150042 on 2016/10/04 by Benn.Gallagher Fixed clothing example 1.3 collision glitches Change 3150172 on 2016/10/04 by Benn.Gallagher Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them. #jira UE-36589 Change 3150319 on 2016/10/04 by Ori.Cohen Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future. #JIRA UE-36535, UE-36504 Change 3150355 on 2016/10/04 by Zak.Middleton #ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast. Change 3150370 on 2016/10/04 by Ori.Cohen Fix deferred actors not getting flushed. Change 3150386 on 2016/10/04 by Martin.Wilson Fix additive animation check failing in cooked builds when using virtual bones #jira UE-36743 Change 3150424 on 2016/10/04 by Ori.Cohen Exclude kinematic actors from active transforms generation. Change 3150613 on 2016/10/04 by Zak.Middleton #ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject. (Mirror CL 3138304 in Orion-DevGeneral) #jira UE-36810 #tests compiled Change 3150679 on 2016/10/04 by Ben.Zeigler Crash fix with no async scene Change 3150765 on 2016/10/04 by Ben.Zeigler Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing Change 3150796 on 2016/10/04 by Marc.Audy Fix LOCTEXT warnings related to blueprint class menu options Change 3150806 on 2016/10/04 by Ben.Zeigler Fix bad text format in import error message, lead to double error Change 3150891 on 2016/10/04 by Ben.Zeigler #jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global Change 3150914 on 2016/10/04 by Marc.Audy Don't try to recreate render state if it has already been recreated while the recreate context was active #jira UE-36590 Change 3151195 on 2016/10/04 by Dan.Reynolds Updates to QASoundWaveProcedural QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing. Change 3151233 on 2016/10/04 by Ben.Zeigler #jira UE-36836 Fix variable shadowing warnings Change 3151328 on 2016/10/04 by dan.reynolds AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP Change 3151461 on 2016/10/05 by Thomas.Sarkanen Fix localization warnings #jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings Change 3151546 on 2016/10/05 by Martin.Wilson Fix pose watch regression due to persona refactor changes. #jira UE-36851 Change 3151587 on 2016/10/05 by Jurre.deBaare Updating Simplygon to SDK version 8.0 #misc removed redundant files #misc fixed landscape culling in merge actor path #misc added support for volume culling using simplygon #misc fixed when or not to use mesh data for material baking #notes Change: 3137650 Date: 23/09/2016 07:57 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: -Renamed commandline variables for ZipUtils AutomationScript -Implemented Execute instead of ExecuteBuild -Updated commandline arguments in SimplygonSwarm JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2 Change: 3137649 Date: 23/09/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Moved file hash computation to ImportObject JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4 Change: 3137646 Date: 23/09/2016 07:55 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Fixes CL3099204 EditorPerProjectUserSetting Removed ConfigRestartRequired attribute from properties where it was not required MeshUtilities -Added FProxyFailedDelegate -Extended IMeshMerging to include FProxyFailed delegate -Added ProxyGenerationFailed method to FProxyGenerationProcessor class -Setup FailedDelegate for both MeshMerging and DistributedMeshMerging SimplygonMeshReduction -Added check for invalid texture id -Updated notes and removed commented code that is not required. -Setup failed delegate -Fixed issue where image data was never hooked into the texture. -Fixed issue where texture table was never passed into casters SimplygonSwarm -Setup failed delegate -Fixed RawMesh pointer usage. -Move helper method into SimplygonSwarmHelpers.h. -Added SimplygonSwarmHelpers -Removed redundant constant path to 7-zip -Removed GetSimplygonDirectory instead using inplace. -Removed commented code that is currently not required. -Fixed Typos JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3 Change: 3099204 Date: 24/08/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Simplygon 8.0 Updates Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0 EditorPerProjectSettings *SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB *SwarmNumOfConcurrentJobs for executing number of concurrent jobs *Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK) SPL, SimplygonSwarm, RESTClient *Bumped up SPL Version to 8 *Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374 *Removed SPL Templates for version 7.0 *Added conditional logging to REST methods *Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid. *Updated method to take in texturepath SimplygonMeshReduction *Removed minimum version requirement. *Bumped up minimum version *Chagned license file name to refelect 8.0 changes *MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2 Change: 3099200 Date: 24/08/2016 07:48 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: #fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2 Change: 3099199 Date: 24/08/2016 07:47 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm. This will remove any dependency on external zip program and should work across platforms JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1 Change: 3099197 Date: 24/08/2016 07:40 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: *Speed improvements for FBX Scene Importer *Added a static method to compute Hash. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2 Change 3151664 on 2016/10/05 by Richard.Hinckley Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member. Change 3151729 on 2016/10/05 by Thomas.Sarkanen Audit of remaining NaN checks Some checks remain on in shipping (generally those called from blueprint): - AActor::TeleportTo - AActor::SetActorRelativeScale3D #jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test Change 3151742 on 2016/10/05 by Ori.Cohen Make sure that if physical animation component doesn't find a body and bone it doesn't crash. #JIRA UE-36839 Change 3151756 on 2016/10/05 by Jurre.deBaare Fixing d3dcompiler_47.dll missing issue #fix added runtime dependency and dll name to build.cs file #fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL Change 3151761 on 2016/10/05 by Thomas.Sarkanen Fix deprecation warning from last integration Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd. #jira UE-36858 - Compile UE4Editor* completed with 1 warning Change 3151782 on 2016/10/05 by Jurre.deBaare Simplygon patch up #misc linker errors popping up from JSONCPP #misc incorporated emissive material property fix from other shelve #misc static analysis fix Change 3151804 on 2016/10/05 by Marc.Audy Clear need end of frame update when unregistering a component Change 3151928 on 2016/10/05 by Ori.Cohen Fix runtime DLLs not including all delay loaded physx dll files. #JIRA UE-36816 Change 3151977 on 2016/10/05 by Martin.Wilson Notifies can no longer occupy the same time on the same track. #jira UE-30658 Change 3151989 on 2016/10/05 by Jon.Nabozny Fix ArchVis character rotation pitch when looking up/down. #jira UE-35706 Change 3152083 on 2016/10/05 by Marc.Audy Ensure that pending kill components get their marked for end of frame state cleared. Change 3152086 on 2016/10/05 by Ben.Zeigler #jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid Change 3152093 on 2016/10/05 by Marc.Audy Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load). #jira UE-36146 #jira UE-24647 Change 3152100 on 2016/10/05 by Ben.Zeigler Remove pragma optmize Change 3152112 on 2016/10/05 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072 Change 3152134 on 2016/10/05 by Jurre.deBaare Simplygon/Merge actor issues #fix for emissive output on meshes that do not have emissive properties #fix for texture binning, not removing invalid split area causing overlapped textures Change 3152136 on 2016/10/05 by James.Golding UE-36859 Fix tooltip saying you can click to stop recording Change 3152169 on 2016/10/05 by James.Golding UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh Change 3152202 on 2016/10/05 by Jurre.deBaare Mac/Linux fix Change 3152303 on 2016/10/05 by Marc.Audy Fix deprecation warning post merge from main Change 3152320 on 2016/10/05 by Martin.Wilson Fix root motion from everything calculating incorrect root motion when animations haven't been ticking #jira UE-35364 Change 3152354 on 2016/10/05 by James.Golding PoseDriver should pass through if no poses activated Change 3152357 on 2016/10/05 by James.Golding UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim. Change 3152556 on 2016/10/05 by Marc.Audy Remove autos Change 3152560 on 2016/10/05 by Marc.Audy Don't allow child actor references to be dragged from the outliner to a level script #jira UE-16700 Change 3152568 on 2016/10/05 by Marc.Audy Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters Remove deprecated bNoCollisionFail #jira UE-35928 Change 3152575 on 2016/10/05 by Marc.Audy Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move Change 3153101 on 2016/10/06 by Thomas.Sarkanen Fix crash re-opening the viewport in Persona-based editors #jira UE-36775 - Editor crashes when re-opening viewport in Persona Change 3153139 on 2016/10/06 by James.Golding UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported Change 3153160 on 2016/10/06 by Thomas.Sarkanen Fix for crash when deleting additive layer track Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr). #jira UE-36740 - Crash when removing or disabling an additive layer track in Persona Change 3153175 on 2016/10/06 by Benn.Gallagher Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed. #jira UE-36900 Change 3153223 on 2016/10/06 by Thomas.Sarkanen Fixed crash when opening an asset from the blend space editor Code was still trying to open 'old' Persona when it was disabled. Also fix other call sites where this was being done outside of asset type actions. #jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona Change 3153324 on 2016/10/06 by Thomas.Sarkanen Prevented invalid GUIDs from being saved into smart name containers AddOrFindName now checks to see if existing GUIDs are valid before using them. AddName now requires a valid GUID to be passed in. Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved. Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068). #jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset Change 3153348 on 2016/10/06 by Martin.Wilson Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor) #jira UE-36751 Change 3153426 on 2016/10/06 by Mieszko.Zielinski Added missing elements of block comments support in BT editor #UE4 Change 3153454 on 2016/10/06 by Benn.Gallagher Fixed crash using anim debug with subinstances that are preceded by branching nodes. #jira UE-36935 [CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
((FAssetEditorModeManager*)ModeTools)->SetDefaultMode(FPersonaEditModes::SkeletonSelection);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
// load config
ConfigOption = UPersonaOptions::StaticClass()->GetDefaultObject<UPersonaOptions>();
check (ConfigOption);
// DrawHelper set up
DrawHelper.PerspectiveGridSize = HALF_WORLD_MAX1;
DrawHelper.AxesLineThickness = ConfigOption->bHighlightOrigin ? 1.0f : 0.0f;
DrawHelper.bDrawGrid = ConfigOption->bShowGrid;
WidgetMode = FWidget::WM_Rotate;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
ModeTools->SetWidgetMode(WidgetMode);
SetSelectedBackgroundColor(ConfigOption->ViewportBackgroundColor, false);
EngineShowFlags.Game = 0;
EngineShowFlags.ScreenSpaceReflections = 1;
EngineShowFlags.AmbientOcclusion = 1;
EngineShowFlags.SetSnap(0);
SetRealtime(true);
if(GEditor->PlayWorld)
{
SetRealtime(false,true); // We are PIE, don't start in realtime mode
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
ViewFOV = FMath::Clamp<float>(ConfigOption->ViewFOV, FOVMin, FOVMax);
EngineShowFlags.SetSeparateTranslucency(true);
EngineShowFlags.SetCompositeEditorPrimitives(true);
// set camera mode
bCameraFollow = false;
bDrawUVs = false;
UVChannelToDraw = 0;
bAutoAlignFloor = ConfigOption->bAutoAlignFloorToMesh;
// Set audio mute option
UWorld* World = PreviewScene->GetWorld();
if(World)
{
World->bAllowAudioPlayback = !ConfigOption->bMuteAudio;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
InPreviewScene->RegisterOnPreviewMeshChanged(FOnPreviewMeshChanged::CreateRaw(this, &FAnimationViewportClient::HandleSkeletalMeshChanged));
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
HandleSkeletalMeshChanged(nullptr, InPreviewScene->GetPreviewMeshComponent()->SkeletalMesh);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
InPreviewScene->RegisterOnInvalidateViews(FSimpleDelegate::CreateRaw(this, &FAnimationViewportClient::HandleInvalidateViews));
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3182087 on 2016/11/01 by Lina.Halper PR #2328: fix morph target weight application order. (Contributed by tmiv) - changed order of morphtarget application to be animation and THEN SetMorphTarget - made sure you could clear the weight also if SetMorphTarget to be 0.f #jira: UE-29999 Change 3182090 on 2016/11/01 by Lina.Halper Fix issue where import doesn't display any message when import type hasn't been detected Change 3182123 on 2016/11/01 by Wes.Hunt ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown. Change 3182177 on 2016/11/01 by Lina.Halper Fix not being able to modify Joint Target Location in detail panel #jira: UE-30900 Change 3182181 on 2016/11/01 by Ben.Zeigler Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init Some header cleanup Change 3182876 on 2016/11/02 by Danny.Bouimad Moving files Change 3182912 on 2016/11/02 by Thomas.Sarkanen Added access to the viewport client from IPersonaViewport Allows systems to hook into the state of the client. #jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails Change 3182927 on 2016/11/02 by Thomas.Sarkanen Initially select current asset in the asset family shortcut bar dropdown #jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does Change 3182970 on 2016/11/02 by Lukasz.Furman CIS fix for gameplay debugger copy of CL# 3165005 Change 3183123 on 2016/11/02 by Mieszko.Zielinski Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4 Change 3183310 on 2016/11/02 by Jurre.deBaare Blendspace changes: - Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp - Re-ordered blendspace.h/cpp - const correctness where possible - Removed unused code paths - Wrapped non-runtime code paths in WITH_EDITOR Blendspace editor refactor: - Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp - New Grid Widget class - Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase - SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase) Change 3183344 on 2016/11/02 by James.Golding UEFW-181 : Move PhysX vehicle support to a plugin - Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm) - Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene - TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure - Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs Change 3183351 on 2016/11/02 by Ben.Zeigler Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry Change 3183354 on 2016/11/02 by Ben.Zeigler Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved Change 3183383 on 2016/11/02 by Thomas.Sarkanen Persona camera fixes Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now). Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable. Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it). #jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor Change 3183409 on 2016/11/02 by Jon.Nabozny #rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable. #jira UE-35660 Change 3183625 on 2016/11/02 by James.Golding Hopeful fix for Mac CIS issue in PhysXVehiclesEditor Change 3183652 on 2016/11/02 by Ben.Zeigler Fix issue where commonly replicated tags didn't work if load from ini was turned off. Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted. Change 3183856 on 2016/11/02 by Richard.Hinckley #jira UEDOC-4006 Editing GameMode and GameState documentation (in Framework branch). Change 3183902 on 2016/11/02 by Mieszko.Zielinski Fixed EQS debug drawing not showing item labels #UE4 Proper implementation of CL#3183899 #jira UE-38122 Change 3183996 on 2016/11/02 by Jon.Nabozny Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536. Change 3184129 on 2016/11/02 by Ben.Zeigler #jira UE-38022 Move GameplayAbilities to a plugin. Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default #jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time #jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object Change 3184130 on 2016/11/02 by Ben.Zeigler Internal game fixups for moving gameplayabilities to a plugin Change 3184469 on 2016/11/02 by Ben.Zeigler Change abilities plugin to be more obviously unsupported Change 3184565 on 2016/11/02 by dan.reynolds AEOverview update with HRTF test map Change 3184800 on 2016/11/03 by Thomas.Sarkanen Added "Show Selected and Parents" to bone display options Also fixed mis-named menu section. #jira UE-35375 - Add 'selected bone and parents' option to Persona viewport Change 3184810 on 2016/11/03 by James.Golding Remove WoflPlat PhysX 3.3 and Apex 1.3 files Change 3184817 on 2016/11/03 by Thomas.Sarkanen Added facial animation support Added curve table to sound wave (internal or external). Added UI support for manipulating these. Improved curve table editor. - Editor can now display curves as well as tables. - Sparse keys are now properly supported (where keys are not presnet at some times in some curves). Added curve source interface. Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves. Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played. Added bulk importer plugin. This imports audio & FBX files and builds cuirve data into SoundWave assets. - Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves. - Added new support for importing curves to a curve table. Added preview of audio to Persona. - Added display, filtering and playback of sound waves from the anim sequence browser. - Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!) - Persona now uses an Actor rather than disparate components. - Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly. - Preview scene can now be manipulated by plugins etc. using a delegate when it is created. - Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'. #jira UEFW-7 - Routing Sound Curves to AnimBP #jira UEFW-5 - Support importing curves #jira UE-37950 - Spawn preview actor in animation editor Change 3184837 on 2016/11/03 by James.Golding PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri) #jira UE-37978 Change 3184847 on 2016/11/03 by Thomas.Sarkanen Fixed editor shutdown crash Dont try to save config when UObjects are all gone. Change 3184853 on 2016/11/03 by James.Golding Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead. Change 3184884 on 2016/11/03 by Thomas.Sarkanen Anim Blueprint thread safety is now checked in the compiler Added new metadata keys for classes and functions to describe their thread safety. Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage. Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.). Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc. CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out. #doc Added link to new section of AnimGraph page, which may benefit from images etc. #jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads. Change 3184886 on 2016/11/03 by Thomas.Sarkanen Content fixes for anim BP thread safety warnings Ocean: Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream. Odin: Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead. Fortnite: Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh Change 3184894 on 2016/11/03 by Thomas.Sarkanen Fix Mac CIS Change 3184951 on 2016/11/03 by Thomas.Sarkanen Fix CIS warning on clang platforms Change 3185176 on 2016/11/03 by James.Golding Hopeful fix for building PhysXVehicles plugin for mac Change 3185289 on 2016/11/03 by Alex.Delesky #jira UE-37773 - Updating the Gameplay Tags UI to allow for the following: -Addition of a tag with comments and a specific INI location -An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag -A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references) -Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified -Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array Change 3185331 on 2016/11/03 by Marc.Audy Remove duplicated condition from if Change 3185426 on 2016/11/03 by James.Golding Another attempt at fixing mac builds of PhysXVehicles plugin Change 3185487 on 2016/11/03 by James.Golding - Remove TireType assets from templates/sample, add TireConfigs instead - Make deprecated vehicle vars visible (but not editable), to help converting content - Change icon for PhysX vehicle plugin Change 3185520 on 2016/11/03 by James.Golding Trying yet again to fix Mac CIS! Change 3185542 on 2016/11/03 by Ben.Zeigler #jira UE-34086 Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent #jira UE-35652 Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate Change 3185570 on 2016/11/03 by Marc.Audy Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null. Remove some autos Change 3185749 on 2016/11/03 by dan.reynolds AEOverview test map addition: testing Virtual Voice Change 3185946 on 2016/11/03 by dan.reynolds AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps Change 3185972 on 2016/11/03 by Lina.Halper Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser #jira: UE-31890 #code review: Thomas.Sarkanen Change 3186043 on 2016/11/03 by Alex.Delesky #jira UE-37773 - Fixing some of the gameplay tags UI based on feedback -Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets -Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible -Tags with comments will now display both their name and their comment in tooltips Change 3186207 on 2016/11/03 by Alex.Delesky #jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names Change 3186321 on 2016/11/03 by Dan.Reynolds Removed deprecated test asset (BP_ProceduralSoundWaveTest) Change 3186740 on 2016/11/04 by Thomas.Sarkanen Removed FPersona and supporting classes Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more). #jira UEFW-222 - Remove FPersona Change 3186741 on 2016/11/04 by Thomas.Sarkanen Fix non-unity builds Change 3186755 on 2016/11/04 by Thomas.Sarkanen Prevent adding keys to read-only curves in curve tables Lock off the shift-LMB shortcut to add keys #jira UE-38210 - Crash trying to add a key to a curve table in curve view Change 3186798 on 2016/11/04 by James.Golding UE-37503 - Add FHitResult output to K2_LineTraceComponent Change 3186800 on 2016/11/04 by James.Golding - Remove deprecated collision functions in KismetSystemLibrary - Remove _NEW from collision function names, add redirectors - Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941) Change 3186989 on 2016/11/04 by James.Golding Fix CIS fail in Fortnte Change 3187081 on 2016/11/04 by Wes.Hunt EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125 Change 3187135 on 2016/11/04 by Jurre.deBaare Fix for incorrect framework version in blendspace serialization code. Change 3187682 on 2016/11/04 by Ben.Zeigler #jira UE-38289 Fix crash when replicated tag array is empty Change 3188113 on 2016/11/05 by Mieszko.Zielinski Removed a bunch of deprecated AI module functions #UE4 Cut-off point at v4.10 Change 3188119 on 2016/11/05 by Mieszko.Zielinski Deprecated AI functionality removal fallout fixes #UE4 Change 3188121 on 2016/11/05 by Mieszko.Zielinski PR #2883: Added a Cone EQS Generator (Contributed by orfeasel) Did some massaging on change. #jira UE-37685 Change 3188122 on 2016/11/05 by Mieszko.Zielinski Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4 Change 3188442 on 2016/11/07 by James.Golding Check in trace debug draw test map Change 3188463 on 2016/11/07 by james.cobbett Submitting Pose Snapshot test map and asset Change 3188618 on 2016/11/07 by Thomas.Sarkanen Expanded pose snapshot system Allows poses to be stored in variables. Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT. Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin. Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more. #jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with) Change 3188619 on 2016/11/07 by Thomas.Sarkanen Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h Change 3188642 on 2016/11/07 by Thomas.Sarkanen Added new test for pose variables Change 3188716 on 2016/11/07 by Ben.Zeigler #jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file Change 3189020 on 2016/11/07 by dan.reynolds Added a test map for Audio Volume Ambient Zone test for Play Sound at Location AVOverviewAZPlaySoundAtLocation Change 3189188 on 2016/11/07 by Jon.Nabozny Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp. #jira UE-36607 Change 3189199 on 2016/11/07 by Jon.Nabozny Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design. #jira UE-33038 Change 3189271 on 2016/11/07 by Aaron.McLeran UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module - Fixups for removals - Several bug fixes for sound classes Change 3189450 on 2016/11/07 by Aaron.McLeran Fixes for facial animation playback progress - Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms. - Allowing platforms to override to get a "sample accurate" playback time for platforms that are able. Change 3189507 on 2016/11/07 by Wes.Hunt * Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820 * Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it. * Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802 * Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811 * Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes. * Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808 * Removed GetUniqueDeviceId code from LauncherInstaller. * Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event. * Removed DeviceID from SessionStart analytics event. #FYI: justin.sargent, Chris.Wood, Wes.Fudala * Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers. * Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing. * Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it. Change 3190032 on 2016/11/08 by Wes.Hunt Fix a few places I forgot to deprecate regarding GetMacAddress. Change 3190107 on 2016/11/08 by Wes.Hunt Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way. Change 3190326 on 2016/11/08 by Aaron.McLeran Fixing CIS build warning Change 3190495 on 2016/11/08 by Jon.Nabozny Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent. #jira UE-37512 Change 3190566 on 2016/11/08 by Martin.Wilson Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons) #jira UE-27323 Change 3190631 on 2016/11/08 by Martin.Wilson Fix notify validation not triggering when using set time/set frame context menu options #jira UE-37857 Change 3190666 on 2016/11/08 by Martin.Wilson Add info about anim instance to additive warning #jira UE-35930 Change 3191290 on 2016/11/09 by Thomas.Sarkanen Fix skeleton tree selection disappearing when filtering changes Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework) Split SSkeletonTree into multiple files Items now derive from the common base class ISkeletonTreeItem. New skeleton tree item RTTI added modlled on the drag/drop RTTI. Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come). Item selection is now preserved on filter change. Filtering now (optionally) keeps the hierarchy in place. #jira UE-31017 - Skeleton Selection is Lost When Changing Filters Change 3191325 on 2016/11/09 by Thomas.Sarkanen Fix clang CIS Change 3191344 on 2016/11/09 by Thomas.Sarkanen More clang CIS fixes Change 3191345 on 2016/11/09 by Thomas.Sarkanen CIS fix: Missed another enum fwd declaration Change 3191374 on 2016/11/09 by Thomas.Sarkanen Remove 4.11 deprecated functions from animation systems Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways). #jira UE-35748 - Clean up 4.11 Deprecated functions Change 3191375 on 2016/11/09 by Thomas.Sarkanen Fixup Orion hero instance after deprecation Change 3191739 on 2016/11/09 by Marc.Audy PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor. Change 3191827 on 2016/11/09 by Marc.Audy Raw Input plugin allowing support of steering wheels and flightsticks #jira UEFW-237 Change 3191828 on 2016/11/09 by Ben.Zeigler #jira UE-38384 Comment cleanup for gameplay tag library Change 3191889 on 2016/11/09 by Ben.Zeigler #jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control If a settings file does not yet exist on disk, also try adding to source control after writing it Change 3191911 on 2016/11/09 by Marc.Audy Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game. #jira UEFW-237 Change 3191915 on 2016/11/09 by Marc.Audy Provide useful tooltips for raw input setting properties #jira UEFW-237 Change 3192039 on 2016/11/09 by dan.reynolds AEOverview Update - Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap - Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes Change 3192059 on 2016/11/09 by Martin.Wilson Fix montage thumbnail rendering with ref pose #jira UE-35578 Change 3192065 on 2016/11/09 by Martin.Wilson Widen bone reference widget to give a better view of the name and added full name to tooltip #jira UE-36264 Change 3192217 on 2016/11/09 by Martin.Wilson Auto selected current bone when opening bone reference tree #Jira UE-36264 Change 3192332 on 2016/11/09 by Marc.Audy Fix RawInput compiling when WITH_EDITOR is false #jira UE-38433 Change 3193061 on 2016/11/10 by Thomas.Sarkanen Marked facial animation plugin & component as experimental/beta Change 3193072 on 2016/11/10 by Martin.Wilson Correct reference skeleton fix up order Change 3193112 on 2016/11/10 by Danny.Bouimad Pesudo hair asset usintphat for testing Change 3193243 on 2016/11/10 by Martin.Wilson Fix removal of USkeleton bone tree entries #Jira UE-37363 Change 3193249 on 2016/11/10 by Marc.Audy Raw input compile fixes: Fix additional not with_editor compile issues Fix static analysis warnings #jira UE-38433 Change 3193558 on 2016/11/10 by Martin.Wilson Move "Number of Curves" label creation to attribute so that it updates dynamically #jira UE-26767 Change 3193664 on 2016/11/10 by Marc.Audy PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing) #jira UE-38436 Change 3193719 on 2016/11/10 by Lukasz.Furman fixed vertical jitter in replicated NavWalking movement #jira UE-33260 Change 3193802 on 2016/11/10 by Marc.Audy Remove some autos, fix NULL to nullptr, call GetWorld just once Change 3193809 on 2016/11/10 by Marc.Audy Fix Mac CIS compile error #jira UE-38501 Change 3194053 on 2016/11/10 by Aaron.McLeran Fixed crash on shutdown when using audio mixer - Switching audio mixer to use a runnable thread rather than async tasks - Fixed issue where audio buffers weren't taking ownership of wave data Change 3194057 on 2016/11/10 by Aaron.McLeran Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files. - Added support for 8 channel source files. Change 3194070 on 2016/11/10 by Aaron.McLeran Fixing stupid compile error Change 3194779 on 2016/11/11 by Jon.Nabozny Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume. Missed the '=true' portion. Change 3194967 on 2016/11/11 by Mieszko.Zielinski PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher) #jira UE-38443 #jira UE-30906 Change 3195741 on 2016/11/11 by Ben.Zeigler #UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures Change 3196655 on 2016/11/14 by Marc.Audy Remove pointless remove/adds from Odin DefaultEngine.ini. This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to #jira UE-38562 Change 3196678 on 2016/11/14 by Lukasz.Furman pass on gameplay debugger's EQS category copy of CL# 3195071, 3195152, 3196617 with local fixes Change 3196700 on 2016/11/14 by Ben.Zeigler #jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows Change 3196719 on 2016/11/14 by Thomas.Sarkanen Added extra output to anim BP compiler when a blueprint function call is used This allows us to give more info to users when unsafe things (like blueprint functions) are used. Change 3196799 on 2016/11/14 by Jurre.deBaare Fix for blendspace tooltip crash #fix Check before dereferencing animation ptr on samples :) Change 3196971 on 2016/11/14 by Lukasz.Furman replaced hardcoded value for pathfollowing's focal point distance with a parameter #ue4 Change 3196994 on 2016/11/14 by Marc.Audy Slightly improve performance of boolean check Change 3197768 on 2016/11/14 by dan.reynolds AEOverview Stage 2 WIP - Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.) - Added Categorization menu to Main staging map to help sorting maps by category - Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically. Change 3197782 on 2016/11/14 by dan.reynolds AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP Change 3197801 on 2016/11/14 by dan.reynolds AEOverviewMain Stage 2 WIP: - Added Select All Buttom to select all loaded menu items Change 3197988 on 2016/11/15 by Thomas.Sarkanen Add the ability to use incompatible meshes with snapshots We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh. No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads. #jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies Change 3198062 on 2016/11/15 by Thomas.Sarkanen Disabled threaded update on various anim blueprints to remove cook warnings #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198071 on 2016/11/15 by Thomas.Sarkanen Fix default values not being available to change post anim BP compilation Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it). #jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected Change 3198082 on 2016/11/15 by Jurre.deBaare CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes #fix UI and ClampMin to 1 #jira UE-38587 Change 3198138 on 2016/11/15 by Thomas.Sarkanen Expose montage functions to Blueprint Made sure to flag appropriate functions as not thread safe. Also const-corrected a few functions that should be. Github #2918: Blueprint Callable Montage Set/Get Position #jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position Change 3198141 on 2016/11/15 by Jurre.deBaare Crash from generated Merged Actor with no created lightmap UV #fix Always flag UV channel 0 to be occupied #jira UE-38520 Change 3198420 on 2016/11/15 by Thomas.Sarkanen Move thread-safety check flags to the UAnimBlueprint Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load. Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues. #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198485 on 2016/11/15 by Thomas.Sarkanen Properly fix compile-on-load/cook warnings about anim blueprint thread safety Content only re-save. #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198622 on 2016/11/15 by Ben.Zeigler #jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature [CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
InPreviewScene->RegisterOnFocusViews(FSimpleDelegate::CreateRaw(this, &FAnimationViewportClient::HandleFocusViews));
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
// Register delegate to update the show flags when the post processing is turned on or off
UAssetViewerSettings::Get()->OnAssetViewerSettingsChanged().AddRaw(this, &FAnimationViewportClient::OnAssetViewerSettingsChanged);
// Set correct flags according to current profile settings
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
SetAdvancedShowFlagsForScene(UAssetViewerSettings::Get()->Profiles[GetMutableDefault<UEditorPerProjectUserSettings>()->AssetViewerProfileIndex].bPostProcessingEnabled);
}
FAnimationViewportClient::~FAnimationViewportClient()
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (PreviewScenePtr.IsValid())
{
GetPreviewScene()->UnregisterOnPreviewMeshChanged(this);
GetPreviewScene()->UnregisterOnInvalidateViews(this);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3136629 on 2016/09/22 by Marc.Audy bye bye auto Change 3136631 on 2016/09/22 by Marc.Audy Allow objects to be marked as duplicate transient or non PIE duplicate transient ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient #jira UE-35680 Change 3136636 on 2016/09/22 by Marc.Audy ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints Component Activate/Deactivate events now provide component as a property #jira UE-35191 Change 3136640 on 2016/09/22 by Marc.Audy Expose bReplicates to blueprint component properties #jira UE-34433 Change 3136709 on 2016/09/22 by Ori.Cohen Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached. #JIRA UE-36234 Change 3136710 on 2016/09/22 by Ori.Cohen Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together. #JIRA UE-35899 Change 3136770 on 2016/09/22 by Marc.Audy Fix compile error Change 3136854 on 2016/09/22 by Marc.Audy Sprite components need to be text export transient #jira UE-36064 Change 3136926 on 2016/09/22 by Ori.Cohen Fix ensure when skeletal mesh bodies have no collision. Change 3137054 on 2016/09/22 by Aaron.McLeran PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes) Change 3137058 on 2016/09/22 by Aaron.McLeran PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet) Change 3137060 on 2016/09/22 by Aaron.McLeran UE-36336 Fixing A3D for mono/2D sounds - Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds - Fixing A3D mono sources from failing after a time Change 3137066 on 2016/09/22 by Aaron.McLeran Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0 Change 3137098 on 2016/09/22 by dan.reynolds AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process. Change 3137132 on 2016/09/22 by Aaron.McLeran PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge) Change 3137175 on 2016/09/22 by Aaron.McLeran Fixing compile error with PhysXCollision.cpp from CL 3136710 Change 3137540 on 2016/09/23 by Thomas.Sarkanen Fixed crash when generating LODs automatically for skeletal meshes Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification. #jira UE-36253 - Crash applying LOD changes in Persona Change 3137720 on 2016/09/23 by Thomas.Sarkanen Changed asset shortcut bar to display asset names & reworked padding #jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text Change 3137761 on 2016/09/23 by Martin.Wilson Fix typo in root motion from everything accumulation code Change 3137877 on 2016/09/23 by Thomas.Sarkanen Fixed undo/redo forcing skeletal meshes into t-pose Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent. #jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function Change 3137885 on 2016/09/23 by Benn.Gallagher Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect. #jira UE-35151 Change 3137888 on 2016/09/23 by Benn.Gallagher Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links #jira UE-24860 Change 3137889 on 2016/09/23 by Benn.Gallagher Fixed transform and widget inconsistencies in IK edit mode #jira UE-20628 Change 3137890 on 2016/09/23 by Jurre.deBaare Alembic Cached Geometry Does Not Display in Stand Alone Game #fix required to force load the GeometryCache module during runtime #jira UE-36187 Change 3137892 on 2016/09/23 by Jurre.deBaare Geometry cache playback should work in sequencer #fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway) #jira UE-35447 Change 3137893 on 2016/09/23 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals #fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence #jira UE-35091 Change 3137894 on 2016/09/23 by Jurre.deBaare Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor #fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created #misc added a new check + message in case this occurs again #jira UE-36059 Change 3137938 on 2016/09/23 by Jurre.deBaare Alembic Importing with Incorrect UV's #fix adding option for flipping UVs on import #jira UE-36190 Alembic import axis not aligned correctly #fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max) #jira UE-35510 Change 3137949 on 2016/09/23 by Jurre.deBaare Frame range importing causes confusion during Alembic importing #fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames. #misc changed settings UI listview layout (extra columns and resized old ones) #jira UE-35498 Change 3137994 on 2016/09/23 by Martin.Wilson Fix for creating an empty state when dragging a montage into a state machine graph #jira UE-33371 Change 3138103 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds Change 3138104 on 2016/09/23 by Aaron.McLeran UE-35392 Copy pasting local node into separate project crashes the engine Change 3138224 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds - Adding a check for wave instance count to account for virtualized sounds (one-shots) Change 3138666 on 2016/09/23 by Ben.Zeigler #UEFW-204 Add more comprehensive gameplay tag tests Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon Change 3138779 on 2016/09/23 by Marc.Audy Get rid of pointless casts Change 3138782 on 2016/09/23 by Marc.Audy remove some GWorlds Change 3139701 on 2016/09/26 by Jurre.deBaare Assert failed on GemetryCache for PS4 package #fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files #jira UE-36392 Change 3139704 on 2016/09/26 by Jurre.deBaare Fix for -1 begin frame #fix do the max as an signed int, to make sure we don't wrap around Change 3139748 on 2016/09/26 by Benn.Gallagher PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri) Moved the definition of the boundary to a FPhysScene class static Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary #jira UE-35736 Change 3139903 on 2016/09/26 by Benn.Gallagher Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values #jira UE-34366 Change 3140409 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger copy of CL# 3140399 Change 3140516 on 2016/09/26 by dan.reynolds AEOverview Map Update - Ambient Zone + Focus Test Change 3140526 on 2016/09/26 by Jon.Nabozny #rn Fixed CanJump inconsistencies with previous versions. Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how jump count and hold time were compared in CanJump. #jira UE-35524, UE-35582 Change 3140745 on 2016/09/26 by dan.reynolds AEOverview Test Map Update + Occlusion Test Change 3140839 on 2016/09/26 by dan.reynolds AEOverview - minor updates Change 3141101 on 2016/09/27 by Thomas.Sarkanen Preview scene worlds now render correctly Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index). In-game hidden flags now apply to GamePreview, but not EditorPreview worlds. Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose. Fixed up UT cases where this was being used. FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport). Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview. Fixed erroneous use of TEnumAsByte for non-uproperty WorldType. #jira UE-22883 - Using FPreviewScenes in-game for scene captures Change 3141106 on 2016/09/27 by Thomas.Sarkanen Column toggling improvements Column toggle menu now does not close when items are selected. This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection. Also allowed columns to be hidden by default for specific use cases (like the sequence browser). #jira UE-35818 - Anim asset browser column picker should stay up Change 3141131 on 2016/09/27 by Thomas.Sarkanen Fix CIS warnings Fallout from preview world changes Change 3141143 on 2016/09/27 by Jurre.deBaare Fix for CIS errors Change 3141235 on 2016/09/27 by Thomas.Sarkanen Fix offset of Persona floor mesh when auto-alignment is enabled When auto alignment was disabled, the offset wasnt getting taken into account. #jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled Change 3141327 on 2016/09/27 by Marc.Audy Ensure that the client side AttachChildren array remains accurate #jira UE-26025 Change 3141474 on 2016/09/27 by mason.seay Updating test map name and moving PlayerStart Change 3141501 on 2016/09/27 by Benn.Gallagher Loading time improvements for destructibles from Nvidia Updated to use new framework custom version instead of global object version Fixed usage of TArray to enable correct loading and saving of the cached data. #jira UE-29680 Change 3141889 on 2016/09/27 by Marc.Audy Fix DestructibleMesh when WITH_APEX is 0 #jira UE-36484 Change 3142034 on 2016/09/27 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971 Change 3142131 on 2016/09/27 by Ori.Cohen Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query. #JIRA UE-36381 Change 3142154 on 2016/09/27 by Ori.Cohen Fix build, ModuleCachedData instead of NxApexModuleCachedData Change 3142159 on 2016/09/27 by mason.seay Blueprint for testing Child Actor Templates Change 3142255 on 2016/09/27 by Jon.Nabozny Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument. #jira UE-35199, UE-35197, UE-35201 Change 3142717 on 2016/09/27 by dan.reynolds AEOverview Update + Sound Class Test Change 3142764 on 2016/09/27 by Marc.Audy Fix Ocean deprecation warnings Change 3142962 on 2016/09/28 by Thomas.Sarkanen Fixed bounds calculations for local camera animations Correctly calculated bounds as local to the initial transform in the track. Implemented suggested fixes from UDN user chhaddon (The Coalition). #jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true Change 3143007 on 2016/09/28 by Martin.Wilson Added virtual bones to USkeleton API Breaking change: -Added USkeleton pointer to RemoveBonesByName -FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead #jira UEFW-81 Change 3143040 on 2016/09/28 by James.Golding Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG Fix up game projects to compile in Shipping/Test after this change PR #2757: (Contributed by projectgheist) #jira UE-35488 Change 3143046 on 2016/09/28 by James.Golding Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file) Change 3143047 on 2016/09/28 by James.Golding PR #2731: Capsule primitive drawing fix (Contributed by kamrann) #jira UE-35142 Change 3143050 on 2016/09/28 by Martin.Wilson Update DDC key as some animation have stale data Change 3143088 on 2016/09/28 by Martin.Wilson CIS Fixes for Ocean after FReferenceSkeleton changes Change 3143090 on 2016/09/28 by Benn.Gallagher Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it. #jira UE-36482 Change 3143091 on 2016/09/28 by Thomas.Sarkanen Fix play/pause keyboard shortcut toggle in Persona based editors Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks). Added the ability for FEdModes to specify whether they can use a widget mode. Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now). #jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused Change 3143100 on 2016/09/28 by James.Golding UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown Change 3143107 on 2016/09/28 by Martin.Wilson Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us #jira UE-34431 Change 3143125 on 2016/09/28 by Jurre.deBaare PR #2749: Fix blend space triangulation (Contributed by tmiv) Change 3143225 on 2016/09/28 by Jurre.deBaare Mesh/material merging basic test files Change 3143235 on 2016/09/28 by Martin.Wilson Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section #jira UE-35929 Change 3143312 on 2016/09/28 by Marc.Audy Don't globally reregister components, globally recreate render state instead when force deleting assets Fixes crash force deleting a blueprint with a child actor component in it from the content browser Change 3143340 on 2016/09/28 by Mieszko.Zielinski Improved consistency of loudness usage in AISense_Hearing #UE4 Change 3143359 on 2016/09/28 by Marc.Audy Fix spelling error in comment Change 3143372 on 2016/09/28 by Jurre.deBaare HLOD meshes are causing degenerate triangles #fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers #jira UE-34336 Change 3143420 on 2016/09/28 by Mieszko.Zielinski Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4 Change 3143421 on 2016/09/28 by Martin.Wilson Allow reading on animation sequence length in blueprints #jira UE-34168 Change 3143455 on 2016/09/28 by James.Golding Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds. Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions Change 3143518 on 2016/09/28 by Jurre.deBaare Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material #fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material) #misc set texture sampling for HLOD proxy base material to clamp #jira UE-35221 Change 3143542 on 2016/09/28 by James.Golding Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if Fix comment Enable by default for FN Change 3143543 on 2016/09/28 by Benn.Gallagher Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton. Change 3143556 on 2016/09/28 by Aaron.McLeran UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE Change 3143566 on 2016/09/28 by Benn.Gallagher Readded early out alongside new ensure for catching bad preFilter shapes Change 3143568 on 2016/09/28 by Marc.Audy Fix deprecation warnings in UT Change 3143572 on 2016/09/28 by Jurre.deBaare More test content for mesh/material merging Change 3143581 on 2016/09/28 by Jurre.deBaare More content :D Change 3143585 on 2016/09/28 by Jurre.deBaare Geometry cache cleaning #misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump) #misc cleaning out unecessary code Change 3143594 on 2016/09/28 by Marc.Audy Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template #jira UE-36511 Change 3143658 on 2016/09/28 by Marc.Audy RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference #jira UE-36553 Change 3143776 on 2016/09/28 by Marc.Audy Properly reinstance child actor templates when using the fast reinstancing path #jira UE-36516 Change 3143896 on 2016/09/28 by Ori.Cohen Remove UPROPERTY on aggregate threshold which is always read from the physics settings. Change 3144022 on 2016/09/28 by Ben.Zeigler Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system Change 3144252 on 2016/09/28 by mason.seay More blueprints for child actor template testing Change 3144262 on 2016/09/28 by Mason.Seay Deleting assets Change 3144283 on 2016/09/28 by dan.reynolds AEOverview update + Sound Priority Test Change 3144411 on 2016/09/28 by dan.reynolds AEOverview end of day update and tweaks Change 3144679 on 2016/09/29 by Benn.Gallagher Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth. Change 3144856 on 2016/09/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview #jira UE-30384 Change 3144864 on 2016/09/29 by Thomas.Sarkanen Preview mesh fixes Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen). Skeleton preview meshes are now shown as empty if none is set (but a default is chosen). #jira UE-36582 - Cannot set preview mesh per-animation Change 3144865 on 2016/09/29 by Jurre.deBaare More test content Change 3144885 on 2016/09/29 by James.Golding UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor Change scale clamping in UpdateBodyScale to catch cases like (1,0,1) Change 3144903 on 2016/09/29 by Thomas.Sarkanen Deprecating StaticMesh in UStaticMeshComponent Added GetStaticMesh to access the value as read-only. SetStaticMesh is now called in all locations that used to call "StaticMesh =". Lots of fixups. #jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent Change 3145020 on 2016/09/29 by Thomas.Sarkanen Fix bounds calculations that include bones to respect LOD (and other requried bones) Sometimes bones would not be updated if we LOD switched, extending the bounds. #jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD Change 3145041 on 2016/09/29 by Jurre.deBaare Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results #fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh #misc ignore the source lightmap uv channels to reduce data #jira UE-36595 Change 3145219 on 2016/09/29 by Benn.Gallagher Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time. #jira UE-36552 Change 3145222 on 2016/09/29 by Jurre.deBaare Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash #fix on import set _all_ bone influence to 0 #jira UE-36602 Change 3145267 on 2016/09/29 by Ori.Cohen Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults. #JIRA UE-36483 Change 3145306 on 2016/09/29 by Jon.Nabozny Fixed PhAT so multiple constraints can be selected and edited properly at the same time. #JIRA: UE-31493 Change 3145342 on 2016/09/29 by Marc.Audy Do not update cull distance volumes whenever any property changes * Any movement or property change of a cull distance volume still does a global update * Any movement of a component belong to any other Actor updates only the components of that Actor * Any property change of a primitive component only updates that component #jira UE-36399 Change 3145958 on 2016/09/29 by Marc.Audy In game worlds don't auto activate components until the actor is ready to process them #jira UE-35189 Change 3146110 on 2016/09/29 by dan.reynolds AEOverview update + Soundwave Procedural Test Map Change 3146375 on 2016/09/30 by Benn.Gallagher Fixed crash saving newly created destructible mesh after material refactor. #jira UE-36619 Change 3146378 on 2016/09/30 by James.Golding UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before) Also add stat for FBodyInstance::LineTrace Change 3146379 on 2016/09/30 by James.Golding Add test assets for creating procmesh collision in non-editor builds Change 3146386 on 2016/09/30 by Thomas.Sarkanen Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance. This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used. #jira UE-36251 - Ensures showing uncompressed animations in anim blueprints Change 3146464 on 2016/09/30 by Thomas.Sarkanen Fix layered blend per bone odd/even connection counts alternately working/not working Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName. #jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs Change 3146652 on 2016/09/30 by Benn.Gallagher Fixed subinstance properties appearing in the caller's details panel as oddly named properties. #jira UE-34141 Change 3146673 on 2016/09/30 by Martin.Wilson Make RawAnimationData (and associated anim sequence data) private #jira ue-25869 Change 3146680 on 2016/09/30 by Benn.Gallagher Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node #jira UE-29847 Change 3146681 on 2016/09/30 by Benn.Gallagher Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node #jira UE-30885 Change 3146711 on 2016/09/30 by Jon.Nabozny Fix PhAT SnapConstraintToBone. #jira UE-31491 Change 3146717 on 2016/09/30 by Danny.Bouimad Adding Jurres really useful merge actor test assets to somewhere QA can get em. Change 3146738 on 2016/09/30 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #tests Editor tests with mambo pose asset #jira UE-36189 Change 3146750 on 2016/09/30 by Jurre.deBaare Material baking issue #misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture) #misc Replaced incorrect masks with _way_ better approach thanks to Martin Change 3146755 on 2016/09/30 by Jurre.deBaare Need better progress bar for HLOD #fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback #jira UE-34334 Change 3147085 on 2016/09/30 by Marc.Audy PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay) #jira UE-36632 Change 3147224 on 2016/09/30 by Martin.Wilson CIS Fix Change 3147280 on 2016/09/30 by Marc.Audy Mouse smoothing should use application frame rate, not the dilated game frame rate #jira UE-31040 Change 3147446 on 2016/09/30 by Aaron.McLeran UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly Change 3147693 on 2016/09/30 by Ben.Zeigler #jira UE-36657 If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location Change 3147697 on 2016/09/30 by Jon.Nabozny Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX #jira UE-30486 Change 3147761 on 2016/09/30 by Jon.Nabozny Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage. Change 3148533 on 2016/10/03 by Thomas.Sarkanen Fix new deprecation warnings introduced by the pull from main Change 3148567 on 2016/10/03 by Marc.Audy Fix crash when exiting PIE while a panoramic screenshot is being taken Make stereo panorama tick with the world it is operating on #jira UE-36492 Change 3148571 on 2016/10/03 by Marc.Audy Allow modification of components that are EditAnywhere but don't exist in the CDO #jira UE-36694 Change 3148607 on 2016/10/03 by Martin.Wilson Properly end notify states when we clear the anim instance on a skeletal mesh. #jira UE-32488 Change 3148711 on 2016/10/03 by Martin.Wilson Fix type in virtual bone tooltip #jira UE-36703 Change 3148746 on 2016/10/03 by Benn.Gallagher Fixed a few cases where post process and sub instance anim calls weren't being made correctly. #jira UE-36529 Change 3148807 on 2016/10/03 by Martin.Wilson Fix mismatch skeleton error when undoing virtual bone changes #jira UE-36705 Change 3148812 on 2016/10/03 by Martin.Wilson Add undo support to removing virtual bones #jira UE-36706 Change 3148975 on 2016/10/03 by Jurre.deBaare Issue with combining meshes both with/without normal maps #fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect) #misc fixed issue in function to set texture rectangle to a single colour #misc spotted comparison error Change 3148976 on 2016/10/03 by Ori.Cohen Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs #JIRA UE-36639 Change 3148991 on 2016/10/03 by Jurre.deBaare Changing LOD materials on Merged Actors Crashes Editor #fix take into account LOD that is using the material when remapping (removing duplicate) materials #jira UE-35883 Change 3148997 on 2016/10/03 by Jurre.deBaare Make sure we remove matrix samples that fall outside of the import range and remap those that are in range Change 3149002 on 2016/10/03 by Jurre.deBaare Issues with importing Alembic caches using matrix transformations #fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from Change 3149030 on 2016/10/03 by Martin.Wilson Dont show save warning on animations when we have curve data #jira UE-34145 Change 3149115 on 2016/10/03 by Mieszko.Zielinski Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4 #jira UE-35153 Change 3149186 on 2016/10/03 by Ben.Zeigler #UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it. This code is weird but this solution is better than the old version and handles inconsistent results Change 3149235 on 2016/10/03 by Martin.Wilson Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself. #jira UE-20005 Change 3149245 on 2016/10/03 by Marc.Audy Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates. Change 3149397 on 2016/10/03 by Ori.Cohen Fix collision profile writing out response values to channels that don't exist. #JIRA UE-36359 Change 3149679 on 2016/10/03 by Zak.Middleton #ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category. Change 3149929 on 2016/10/04 by Jurre.deBaare Fix for CIS errors #fix Mac didn't like undefined struct Change 3149977 on 2016/10/04 by danny.bouimad Massive update to Merge Actor test files Change 3150014 on 2016/10/04 by James.Golding UE-36686 Fix crash when slicing and not creating other section Change 3150016 on 2016/10/04 by James.Golding UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging Change 3150019 on 2016/10/04 by James.Golding UE-36737 Fix LineTraceComponent not returning face index Change 3150020 on 2016/10/04 by James.Golding UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module Change 3150027 on 2016/10/04 by Ben.Marsh Add PhysX build option into Dev-Framework. Change 3150042 on 2016/10/04 by Benn.Gallagher Fixed clothing example 1.3 collision glitches Change 3150172 on 2016/10/04 by Benn.Gallagher Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them. #jira UE-36589 Change 3150319 on 2016/10/04 by Ori.Cohen Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future. #JIRA UE-36535, UE-36504 Change 3150355 on 2016/10/04 by Zak.Middleton #ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast. Change 3150370 on 2016/10/04 by Ori.Cohen Fix deferred actors not getting flushed. Change 3150386 on 2016/10/04 by Martin.Wilson Fix additive animation check failing in cooked builds when using virtual bones #jira UE-36743 Change 3150424 on 2016/10/04 by Ori.Cohen Exclude kinematic actors from active transforms generation. Change 3150613 on 2016/10/04 by Zak.Middleton #ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject. (Mirror CL 3138304 in Orion-DevGeneral) #jira UE-36810 #tests compiled Change 3150679 on 2016/10/04 by Ben.Zeigler Crash fix with no async scene Change 3150765 on 2016/10/04 by Ben.Zeigler Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing Change 3150796 on 2016/10/04 by Marc.Audy Fix LOCTEXT warnings related to blueprint class menu options Change 3150806 on 2016/10/04 by Ben.Zeigler Fix bad text format in import error message, lead to double error Change 3150891 on 2016/10/04 by Ben.Zeigler #jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global Change 3150914 on 2016/10/04 by Marc.Audy Don't try to recreate render state if it has already been recreated while the recreate context was active #jira UE-36590 Change 3151195 on 2016/10/04 by Dan.Reynolds Updates to QASoundWaveProcedural QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing. Change 3151233 on 2016/10/04 by Ben.Zeigler #jira UE-36836 Fix variable shadowing warnings Change 3151328 on 2016/10/04 by dan.reynolds AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP Change 3151461 on 2016/10/05 by Thomas.Sarkanen Fix localization warnings #jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings Change 3151546 on 2016/10/05 by Martin.Wilson Fix pose watch regression due to persona refactor changes. #jira UE-36851 Change 3151587 on 2016/10/05 by Jurre.deBaare Updating Simplygon to SDK version 8.0 #misc removed redundant files #misc fixed landscape culling in merge actor path #misc added support for volume culling using simplygon #misc fixed when or not to use mesh data for material baking #notes Change: 3137650 Date: 23/09/2016 07:57 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: -Renamed commandline variables for ZipUtils AutomationScript -Implemented Execute instead of ExecuteBuild -Updated commandline arguments in SimplygonSwarm JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2 Change: 3137649 Date: 23/09/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Moved file hash computation to ImportObject JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4 Change: 3137646 Date: 23/09/2016 07:55 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Fixes CL3099204 EditorPerProjectUserSetting Removed ConfigRestartRequired attribute from properties where it was not required MeshUtilities -Added FProxyFailedDelegate -Extended IMeshMerging to include FProxyFailed delegate -Added ProxyGenerationFailed method to FProxyGenerationProcessor class -Setup FailedDelegate for both MeshMerging and DistributedMeshMerging SimplygonMeshReduction -Added check for invalid texture id -Updated notes and removed commented code that is not required. -Setup failed delegate -Fixed issue where image data was never hooked into the texture. -Fixed issue where texture table was never passed into casters SimplygonSwarm -Setup failed delegate -Fixed RawMesh pointer usage. -Move helper method into SimplygonSwarmHelpers.h. -Added SimplygonSwarmHelpers -Removed redundant constant path to 7-zip -Removed GetSimplygonDirectory instead using inplace. -Removed commented code that is currently not required. -Fixed Typos JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3 Change: 3099204 Date: 24/08/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Simplygon 8.0 Updates Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0 EditorPerProjectSettings *SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB *SwarmNumOfConcurrentJobs for executing number of concurrent jobs *Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK) SPL, SimplygonSwarm, RESTClient *Bumped up SPL Version to 8 *Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374 *Removed SPL Templates for version 7.0 *Added conditional logging to REST methods *Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid. *Updated method to take in texturepath SimplygonMeshReduction *Removed minimum version requirement. *Bumped up minimum version *Chagned license file name to refelect 8.0 changes *MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2 Change: 3099200 Date: 24/08/2016 07:48 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: #fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2 Change: 3099199 Date: 24/08/2016 07:47 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm. This will remove any dependency on external zip program and should work across platforms JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1 Change: 3099197 Date: 24/08/2016 07:40 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: *Speed improvements for FBX Scene Importer *Added a static method to compute Hash. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2 Change 3151664 on 2016/10/05 by Richard.Hinckley Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member. Change 3151729 on 2016/10/05 by Thomas.Sarkanen Audit of remaining NaN checks Some checks remain on in shipping (generally those called from blueprint): - AActor::TeleportTo - AActor::SetActorRelativeScale3D #jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test Change 3151742 on 2016/10/05 by Ori.Cohen Make sure that if physical animation component doesn't find a body and bone it doesn't crash. #JIRA UE-36839 Change 3151756 on 2016/10/05 by Jurre.deBaare Fixing d3dcompiler_47.dll missing issue #fix added runtime dependency and dll name to build.cs file #fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL Change 3151761 on 2016/10/05 by Thomas.Sarkanen Fix deprecation warning from last integration Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd. #jira UE-36858 - Compile UE4Editor* completed with 1 warning Change 3151782 on 2016/10/05 by Jurre.deBaare Simplygon patch up #misc linker errors popping up from JSONCPP #misc incorporated emissive material property fix from other shelve #misc static analysis fix Change 3151804 on 2016/10/05 by Marc.Audy Clear need end of frame update when unregistering a component Change 3151928 on 2016/10/05 by Ori.Cohen Fix runtime DLLs not including all delay loaded physx dll files. #JIRA UE-36816 Change 3151977 on 2016/10/05 by Martin.Wilson Notifies can no longer occupy the same time on the same track. #jira UE-30658 Change 3151989 on 2016/10/05 by Jon.Nabozny Fix ArchVis character rotation pitch when looking up/down. #jira UE-35706 Change 3152083 on 2016/10/05 by Marc.Audy Ensure that pending kill components get their marked for end of frame state cleared. Change 3152086 on 2016/10/05 by Ben.Zeigler #jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid Change 3152093 on 2016/10/05 by Marc.Audy Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load). #jira UE-36146 #jira UE-24647 Change 3152100 on 2016/10/05 by Ben.Zeigler Remove pragma optmize Change 3152112 on 2016/10/05 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072 Change 3152134 on 2016/10/05 by Jurre.deBaare Simplygon/Merge actor issues #fix for emissive output on meshes that do not have emissive properties #fix for texture binning, not removing invalid split area causing overlapped textures Change 3152136 on 2016/10/05 by James.Golding UE-36859 Fix tooltip saying you can click to stop recording Change 3152169 on 2016/10/05 by James.Golding UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh Change 3152202 on 2016/10/05 by Jurre.deBaare Mac/Linux fix Change 3152303 on 2016/10/05 by Marc.Audy Fix deprecation warning post merge from main Change 3152320 on 2016/10/05 by Martin.Wilson Fix root motion from everything calculating incorrect root motion when animations haven't been ticking #jira UE-35364 Change 3152354 on 2016/10/05 by James.Golding PoseDriver should pass through if no poses activated Change 3152357 on 2016/10/05 by James.Golding UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim. Change 3152556 on 2016/10/05 by Marc.Audy Remove autos Change 3152560 on 2016/10/05 by Marc.Audy Don't allow child actor references to be dragged from the outliner to a level script #jira UE-16700 Change 3152568 on 2016/10/05 by Marc.Audy Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters Remove deprecated bNoCollisionFail #jira UE-35928 Change 3152575 on 2016/10/05 by Marc.Audy Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move Change 3153101 on 2016/10/06 by Thomas.Sarkanen Fix crash re-opening the viewport in Persona-based editors #jira UE-36775 - Editor crashes when re-opening viewport in Persona Change 3153139 on 2016/10/06 by James.Golding UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported Change 3153160 on 2016/10/06 by Thomas.Sarkanen Fix for crash when deleting additive layer track Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr). #jira UE-36740 - Crash when removing or disabling an additive layer track in Persona Change 3153175 on 2016/10/06 by Benn.Gallagher Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed. #jira UE-36900 Change 3153223 on 2016/10/06 by Thomas.Sarkanen Fixed crash when opening an asset from the blend space editor Code was still trying to open 'old' Persona when it was disabled. Also fix other call sites where this was being done outside of asset type actions. #jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona Change 3153324 on 2016/10/06 by Thomas.Sarkanen Prevented invalid GUIDs from being saved into smart name containers AddOrFindName now checks to see if existing GUIDs are valid before using them. AddName now requires a valid GUID to be passed in. Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved. Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068). #jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset Change 3153348 on 2016/10/06 by Martin.Wilson Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor) #jira UE-36751 Change 3153426 on 2016/10/06 by Mieszko.Zielinski Added missing elements of block comments support in BT editor #UE4 Change 3153454 on 2016/10/06 by Benn.Gallagher Fixed crash using anim debug with subinstances that are preceded by branching nodes. #jira UE-36935 [CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
if (AssetEditorToolkitPtr.IsValid())
{
AssetEditorToolkitPtr.Pin()->SetAssetEditorModeManager(nullptr);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
((FAssetEditorModeManager*)ModeTools)->SetPreviewScene(nullptr);
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
UAssetViewerSettings::Get()->OnAssetViewerSettingsChanged().RemoveAll(this);
}
FLinearColor FAnimationViewportClient::GetBackgroundColor() const
{
return SelectedHSVColor.HSVToLinearRGB();
}
void FAnimationViewportClient::SetSelectedBackgroundColor(const FLinearColor& RGBColor, bool bSave/*=true*/)
{
SelectedHSVColor = RGBColor.LinearRGBToHSV();
// save to config
if (bSave)
{
ConfigOption->SetViewportBackgroundColor(RGBColor);
}
// only consider V from HSV
// just inversing works against for mid range brightness
// V being from 0-0.3 (almost white), 0.31-1 (almost black)
if (SelectedHSVColor.B < 0.3f)
{
DrawHelper.GridColorAxis = FColor(230,230,230);
DrawHelper.GridColorMajor = FColor(180,180,180);
DrawHelper.GridColorMinor = FColor(128,128,128);
}
else
{
DrawHelper.GridColorAxis = FColor(20,20,20);
DrawHelper.GridColorMajor = FColor(60,60,60);
DrawHelper.GridColorMinor = FColor(128,128,128);
}
Invalidate();
}
void FAnimationViewportClient::SetBackgroundColor( FLinearColor InColor )
{
SetSelectedBackgroundColor(InColor);
}
float FAnimationViewportClient::GetBrightnessValue() const
{
return SelectedHSVColor.B;
}
void FAnimationViewportClient::SetBrightnessValue( float Value )
{
SelectedHSVColor.B = Value;
SetSelectedBackgroundColor(SelectedHSVColor.HSVToLinearRGB());
}
void FAnimationViewportClient::OnToggleShowGrid()
{
FEditorViewportClient::SetShowGrid();
ConfigOption->SetShowGrid(DrawHelper.bDrawGrid);
}
bool FAnimationViewportClient::IsShowingGrid() const
{
return FEditorViewportClient::IsSetShowGridChecked();
}
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
void FAnimationViewportClient::OnToggleAutoAlignFloor()
{
bAutoAlignFloor = !bAutoAlignFloor;
UpdateCameraSetup();
ConfigOption->SetAutoAlignFloorToMesh(bAutoAlignFloor);
}
bool FAnimationViewportClient::IsAutoAlignFloor() const
{
return bAutoAlignFloor;
}
void FAnimationViewportClient::OnToggleMuteAudio()
{
UWorld* World = PreviewScene->GetWorld();
if(World)
{
bool bNewAllowAudioPlayback = !World->AllowAudioPlayback();
World->bAllowAudioPlayback = bNewAllowAudioPlayback;
ConfigOption->SetMuteAudio(!bNewAllowAudioPlayback);
}
}
bool FAnimationViewportClient::IsAudioMuted() const
{
UWorld* World = PreviewScene->GetWorld();
return (World) ? !World->AllowAudioPlayback() : false;
}
void FAnimationViewportClient::SetCameraFollow()
{
bCameraFollow = !bCameraFollow;
if( bCameraFollow )
{
EnableCameraLock(false);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if (PreviewMeshComponent != nullptr)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FBoxSphereBounds Bound = PreviewMeshComponent->CalcBounds(FTransform::Identity);
SetViewLocationForOrbiting(Bound.Origin);
}
}
else
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
FocusViewportOnPreviewMesh(false);
Invalidate();
}
}
bool FAnimationViewportClient::IsSetCameraFollowChecked() const
{
return bCameraFollow;
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
void FAnimationViewportClient::JumpToDefaultCamera()
{
FocusViewportOnPreviewMesh(true);
}
void FAnimationViewportClient::SaveCameraAsDefault()
{
USkeletalMesh* SkelMesh = GetAnimPreviewScene()->GetPreviewMeshComponent()->SkeletalMesh;
if (SkelMesh)
{
FScopedTransaction Transaction(LOCTEXT("SaveCameraAsDefault", "Save Camera As Default"));
FViewportCameraTransform& ViewTransform = GetViewTransform();
SkelMesh->Modify();
SkelMesh->DefaultEditorCameraLocation = ViewTransform.GetLocation();
SkelMesh->DefaultEditorCameraRotation = ViewTransform.GetRotation();
SkelMesh->DefaultEditorCameraLookAt = ViewTransform.GetLookAt();
SkelMesh->DefaultEditorCameraOrthoZoom = ViewTransform.GetOrthoZoom();
SkelMesh->bHasCustomDefaultEditorCamera = true;
// Create and display a notification
const FText NotificationText = FText::Format(LOCTEXT("SavedDefaultCamera", "Saved default camera for {0}"), FText::AsCultureInvariant(SkelMesh->GetName()));
FNotificationInfo Info(NotificationText);
Info.ExpireDuration = 2.0f;
FSlateNotificationManager::Get().AddNotification(Info);
}
}
void FAnimationViewportClient::ClearDefaultCamera()
{
USkeletalMesh* SkelMesh = GetAnimPreviewScene()->GetPreviewMeshComponent()->SkeletalMesh;
if (SkelMesh)
{
FScopedTransaction Transaction(LOCTEXT("ClearDefaultCamera", "Clear Default Camera"));
SkelMesh->Modify();
SkelMesh->bHasCustomDefaultEditorCamera = false;
// Create and display a notification
const FText NotificationText = FText::Format(LOCTEXT("ClearedDefaultCamera", "Cleared default camera for {0}"), FText::AsCultureInvariant(SkelMesh->GetName()));
FNotificationInfo Info(NotificationText);
Info.ExpireDuration = 2.0f;
FSlateNotificationManager::Get().AddNotification(Info);
}
}
bool FAnimationViewportClient::HasDefaultCameraSet() const
{
USkeletalMesh* SkelMesh = GetAnimPreviewScene()->GetPreviewMeshComponent()->SkeletalMesh;
return (SkelMesh && SkelMesh->bHasCustomDefaultEditorCamera);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
void FAnimationViewportClient::HandleSkeletalMeshChanged(USkeletalMesh* OldSkeletalMesh, USkeletalMesh* NewSkeletalMesh)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
if (OldSkeletalMesh != NewSkeletalMesh || NewSkeletalMesh == nullptr)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3182087 on 2016/11/01 by Lina.Halper PR #2328: fix morph target weight application order. (Contributed by tmiv) - changed order of morphtarget application to be animation and THEN SetMorphTarget - made sure you could clear the weight also if SetMorphTarget to be 0.f #jira: UE-29999 Change 3182090 on 2016/11/01 by Lina.Halper Fix issue where import doesn't display any message when import type hasn't been detected Change 3182123 on 2016/11/01 by Wes.Hunt ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown. Change 3182177 on 2016/11/01 by Lina.Halper Fix not being able to modify Joint Target Location in detail panel #jira: UE-30900 Change 3182181 on 2016/11/01 by Ben.Zeigler Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init Some header cleanup Change 3182876 on 2016/11/02 by Danny.Bouimad Moving files Change 3182912 on 2016/11/02 by Thomas.Sarkanen Added access to the viewport client from IPersonaViewport Allows systems to hook into the state of the client. #jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails Change 3182927 on 2016/11/02 by Thomas.Sarkanen Initially select current asset in the asset family shortcut bar dropdown #jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does Change 3182970 on 2016/11/02 by Lukasz.Furman CIS fix for gameplay debugger copy of CL# 3165005 Change 3183123 on 2016/11/02 by Mieszko.Zielinski Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4 Change 3183310 on 2016/11/02 by Jurre.deBaare Blendspace changes: - Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp - Re-ordered blendspace.h/cpp - const correctness where possible - Removed unused code paths - Wrapped non-runtime code paths in WITH_EDITOR Blendspace editor refactor: - Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp - New Grid Widget class - Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase - SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase) Change 3183344 on 2016/11/02 by James.Golding UEFW-181 : Move PhysX vehicle support to a plugin - Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm) - Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene - TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure - Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs Change 3183351 on 2016/11/02 by Ben.Zeigler Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry Change 3183354 on 2016/11/02 by Ben.Zeigler Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved Change 3183383 on 2016/11/02 by Thomas.Sarkanen Persona camera fixes Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now). Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable. Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it). #jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor Change 3183409 on 2016/11/02 by Jon.Nabozny #rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable. #jira UE-35660 Change 3183625 on 2016/11/02 by James.Golding Hopeful fix for Mac CIS issue in PhysXVehiclesEditor Change 3183652 on 2016/11/02 by Ben.Zeigler Fix issue where commonly replicated tags didn't work if load from ini was turned off. Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted. Change 3183856 on 2016/11/02 by Richard.Hinckley #jira UEDOC-4006 Editing GameMode and GameState documentation (in Framework branch). Change 3183902 on 2016/11/02 by Mieszko.Zielinski Fixed EQS debug drawing not showing item labels #UE4 Proper implementation of CL#3183899 #jira UE-38122 Change 3183996 on 2016/11/02 by Jon.Nabozny Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536. Change 3184129 on 2016/11/02 by Ben.Zeigler #jira UE-38022 Move GameplayAbilities to a plugin. Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default #jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time #jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object Change 3184130 on 2016/11/02 by Ben.Zeigler Internal game fixups for moving gameplayabilities to a plugin Change 3184469 on 2016/11/02 by Ben.Zeigler Change abilities plugin to be more obviously unsupported Change 3184565 on 2016/11/02 by dan.reynolds AEOverview update with HRTF test map Change 3184800 on 2016/11/03 by Thomas.Sarkanen Added "Show Selected and Parents" to bone display options Also fixed mis-named menu section. #jira UE-35375 - Add 'selected bone and parents' option to Persona viewport Change 3184810 on 2016/11/03 by James.Golding Remove WoflPlat PhysX 3.3 and Apex 1.3 files Change 3184817 on 2016/11/03 by Thomas.Sarkanen Added facial animation support Added curve table to sound wave (internal or external). Added UI support for manipulating these. Improved curve table editor. - Editor can now display curves as well as tables. - Sparse keys are now properly supported (where keys are not presnet at some times in some curves). Added curve source interface. Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves. Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played. Added bulk importer plugin. This imports audio & FBX files and builds cuirve data into SoundWave assets. - Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves. - Added new support for importing curves to a curve table. Added preview of audio to Persona. - Added display, filtering and playback of sound waves from the anim sequence browser. - Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!) - Persona now uses an Actor rather than disparate components. - Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly. - Preview scene can now be manipulated by plugins etc. using a delegate when it is created. - Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'. #jira UEFW-7 - Routing Sound Curves to AnimBP #jira UEFW-5 - Support importing curves #jira UE-37950 - Spawn preview actor in animation editor Change 3184837 on 2016/11/03 by James.Golding PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri) #jira UE-37978 Change 3184847 on 2016/11/03 by Thomas.Sarkanen Fixed editor shutdown crash Dont try to save config when UObjects are all gone. Change 3184853 on 2016/11/03 by James.Golding Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead. Change 3184884 on 2016/11/03 by Thomas.Sarkanen Anim Blueprint thread safety is now checked in the compiler Added new metadata keys for classes and functions to describe their thread safety. Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage. Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.). Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc. CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out. #doc Added link to new section of AnimGraph page, which may benefit from images etc. #jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads. Change 3184886 on 2016/11/03 by Thomas.Sarkanen Content fixes for anim BP thread safety warnings Ocean: Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream. Odin: Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead. Fortnite: Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh Change 3184894 on 2016/11/03 by Thomas.Sarkanen Fix Mac CIS Change 3184951 on 2016/11/03 by Thomas.Sarkanen Fix CIS warning on clang platforms Change 3185176 on 2016/11/03 by James.Golding Hopeful fix for building PhysXVehicles plugin for mac Change 3185289 on 2016/11/03 by Alex.Delesky #jira UE-37773 - Updating the Gameplay Tags UI to allow for the following: -Addition of a tag with comments and a specific INI location -An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag -A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references) -Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified -Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array Change 3185331 on 2016/11/03 by Marc.Audy Remove duplicated condition from if Change 3185426 on 2016/11/03 by James.Golding Another attempt at fixing mac builds of PhysXVehicles plugin Change 3185487 on 2016/11/03 by James.Golding - Remove TireType assets from templates/sample, add TireConfigs instead - Make deprecated vehicle vars visible (but not editable), to help converting content - Change icon for PhysX vehicle plugin Change 3185520 on 2016/11/03 by James.Golding Trying yet again to fix Mac CIS! Change 3185542 on 2016/11/03 by Ben.Zeigler #jira UE-34086 Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent #jira UE-35652 Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate Change 3185570 on 2016/11/03 by Marc.Audy Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null. Remove some autos Change 3185749 on 2016/11/03 by dan.reynolds AEOverview test map addition: testing Virtual Voice Change 3185946 on 2016/11/03 by dan.reynolds AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps Change 3185972 on 2016/11/03 by Lina.Halper Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser #jira: UE-31890 #code review: Thomas.Sarkanen Change 3186043 on 2016/11/03 by Alex.Delesky #jira UE-37773 - Fixing some of the gameplay tags UI based on feedback -Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets -Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible -Tags with comments will now display both their name and their comment in tooltips Change 3186207 on 2016/11/03 by Alex.Delesky #jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names Change 3186321 on 2016/11/03 by Dan.Reynolds Removed deprecated test asset (BP_ProceduralSoundWaveTest) Change 3186740 on 2016/11/04 by Thomas.Sarkanen Removed FPersona and supporting classes Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more). #jira UEFW-222 - Remove FPersona Change 3186741 on 2016/11/04 by Thomas.Sarkanen Fix non-unity builds Change 3186755 on 2016/11/04 by Thomas.Sarkanen Prevent adding keys to read-only curves in curve tables Lock off the shift-LMB shortcut to add keys #jira UE-38210 - Crash trying to add a key to a curve table in curve view Change 3186798 on 2016/11/04 by James.Golding UE-37503 - Add FHitResult output to K2_LineTraceComponent Change 3186800 on 2016/11/04 by James.Golding - Remove deprecated collision functions in KismetSystemLibrary - Remove _NEW from collision function names, add redirectors - Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941) Change 3186989 on 2016/11/04 by James.Golding Fix CIS fail in Fortnte Change 3187081 on 2016/11/04 by Wes.Hunt EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125 Change 3187135 on 2016/11/04 by Jurre.deBaare Fix for incorrect framework version in blendspace serialization code. Change 3187682 on 2016/11/04 by Ben.Zeigler #jira UE-38289 Fix crash when replicated tag array is empty Change 3188113 on 2016/11/05 by Mieszko.Zielinski Removed a bunch of deprecated AI module functions #UE4 Cut-off point at v4.10 Change 3188119 on 2016/11/05 by Mieszko.Zielinski Deprecated AI functionality removal fallout fixes #UE4 Change 3188121 on 2016/11/05 by Mieszko.Zielinski PR #2883: Added a Cone EQS Generator (Contributed by orfeasel) Did some massaging on change. #jira UE-37685 Change 3188122 on 2016/11/05 by Mieszko.Zielinski Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4 Change 3188442 on 2016/11/07 by James.Golding Check in trace debug draw test map Change 3188463 on 2016/11/07 by james.cobbett Submitting Pose Snapshot test map and asset Change 3188618 on 2016/11/07 by Thomas.Sarkanen Expanded pose snapshot system Allows poses to be stored in variables. Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT. Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin. Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more. #jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with) Change 3188619 on 2016/11/07 by Thomas.Sarkanen Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h Change 3188642 on 2016/11/07 by Thomas.Sarkanen Added new test for pose variables Change 3188716 on 2016/11/07 by Ben.Zeigler #jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file Change 3189020 on 2016/11/07 by dan.reynolds Added a test map for Audio Volume Ambient Zone test for Play Sound at Location AVOverviewAZPlaySoundAtLocation Change 3189188 on 2016/11/07 by Jon.Nabozny Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp. #jira UE-36607 Change 3189199 on 2016/11/07 by Jon.Nabozny Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design. #jira UE-33038 Change 3189271 on 2016/11/07 by Aaron.McLeran UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module - Fixups for removals - Several bug fixes for sound classes Change 3189450 on 2016/11/07 by Aaron.McLeran Fixes for facial animation playback progress - Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms. - Allowing platforms to override to get a "sample accurate" playback time for platforms that are able. Change 3189507 on 2016/11/07 by Wes.Hunt * Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820 * Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it. * Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802 * Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811 * Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes. * Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808 * Removed GetUniqueDeviceId code from LauncherInstaller. * Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event. * Removed DeviceID from SessionStart analytics event. #FYI: justin.sargent, Chris.Wood, Wes.Fudala * Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers. * Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing. * Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it. Change 3190032 on 2016/11/08 by Wes.Hunt Fix a few places I forgot to deprecate regarding GetMacAddress. Change 3190107 on 2016/11/08 by Wes.Hunt Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way. Change 3190326 on 2016/11/08 by Aaron.McLeran Fixing CIS build warning Change 3190495 on 2016/11/08 by Jon.Nabozny Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent. #jira UE-37512 Change 3190566 on 2016/11/08 by Martin.Wilson Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons) #jira UE-27323 Change 3190631 on 2016/11/08 by Martin.Wilson Fix notify validation not triggering when using set time/set frame context menu options #jira UE-37857 Change 3190666 on 2016/11/08 by Martin.Wilson Add info about anim instance to additive warning #jira UE-35930 Change 3191290 on 2016/11/09 by Thomas.Sarkanen Fix skeleton tree selection disappearing when filtering changes Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework) Split SSkeletonTree into multiple files Items now derive from the common base class ISkeletonTreeItem. New skeleton tree item RTTI added modlled on the drag/drop RTTI. Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come). Item selection is now preserved on filter change. Filtering now (optionally) keeps the hierarchy in place. #jira UE-31017 - Skeleton Selection is Lost When Changing Filters Change 3191325 on 2016/11/09 by Thomas.Sarkanen Fix clang CIS Change 3191344 on 2016/11/09 by Thomas.Sarkanen More clang CIS fixes Change 3191345 on 2016/11/09 by Thomas.Sarkanen CIS fix: Missed another enum fwd declaration Change 3191374 on 2016/11/09 by Thomas.Sarkanen Remove 4.11 deprecated functions from animation systems Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways). #jira UE-35748 - Clean up 4.11 Deprecated functions Change 3191375 on 2016/11/09 by Thomas.Sarkanen Fixup Orion hero instance after deprecation Change 3191739 on 2016/11/09 by Marc.Audy PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor. Change 3191827 on 2016/11/09 by Marc.Audy Raw Input plugin allowing support of steering wheels and flightsticks #jira UEFW-237 Change 3191828 on 2016/11/09 by Ben.Zeigler #jira UE-38384 Comment cleanup for gameplay tag library Change 3191889 on 2016/11/09 by Ben.Zeigler #jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control If a settings file does not yet exist on disk, also try adding to source control after writing it Change 3191911 on 2016/11/09 by Marc.Audy Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game. #jira UEFW-237 Change 3191915 on 2016/11/09 by Marc.Audy Provide useful tooltips for raw input setting properties #jira UEFW-237 Change 3192039 on 2016/11/09 by dan.reynolds AEOverview Update - Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap - Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes Change 3192059 on 2016/11/09 by Martin.Wilson Fix montage thumbnail rendering with ref pose #jira UE-35578 Change 3192065 on 2016/11/09 by Martin.Wilson Widen bone reference widget to give a better view of the name and added full name to tooltip #jira UE-36264 Change 3192217 on 2016/11/09 by Martin.Wilson Auto selected current bone when opening bone reference tree #Jira UE-36264 Change 3192332 on 2016/11/09 by Marc.Audy Fix RawInput compiling when WITH_EDITOR is false #jira UE-38433 Change 3193061 on 2016/11/10 by Thomas.Sarkanen Marked facial animation plugin & component as experimental/beta Change 3193072 on 2016/11/10 by Martin.Wilson Correct reference skeleton fix up order Change 3193112 on 2016/11/10 by Danny.Bouimad Pesudo hair asset usintphat for testing Change 3193243 on 2016/11/10 by Martin.Wilson Fix removal of USkeleton bone tree entries #Jira UE-37363 Change 3193249 on 2016/11/10 by Marc.Audy Raw input compile fixes: Fix additional not with_editor compile issues Fix static analysis warnings #jira UE-38433 Change 3193558 on 2016/11/10 by Martin.Wilson Move "Number of Curves" label creation to attribute so that it updates dynamically #jira UE-26767 Change 3193664 on 2016/11/10 by Marc.Audy PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing) #jira UE-38436 Change 3193719 on 2016/11/10 by Lukasz.Furman fixed vertical jitter in replicated NavWalking movement #jira UE-33260 Change 3193802 on 2016/11/10 by Marc.Audy Remove some autos, fix NULL to nullptr, call GetWorld just once Change 3193809 on 2016/11/10 by Marc.Audy Fix Mac CIS compile error #jira UE-38501 Change 3194053 on 2016/11/10 by Aaron.McLeran Fixed crash on shutdown when using audio mixer - Switching audio mixer to use a runnable thread rather than async tasks - Fixed issue where audio buffers weren't taking ownership of wave data Change 3194057 on 2016/11/10 by Aaron.McLeran Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files. - Added support for 8 channel source files. Change 3194070 on 2016/11/10 by Aaron.McLeran Fixing stupid compile error Change 3194779 on 2016/11/11 by Jon.Nabozny Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume. Missed the '=true' portion. Change 3194967 on 2016/11/11 by Mieszko.Zielinski PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher) #jira UE-38443 #jira UE-30906 Change 3195741 on 2016/11/11 by Ben.Zeigler #UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures Change 3196655 on 2016/11/14 by Marc.Audy Remove pointless remove/adds from Odin DefaultEngine.ini. This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to #jira UE-38562 Change 3196678 on 2016/11/14 by Lukasz.Furman pass on gameplay debugger's EQS category copy of CL# 3195071, 3195152, 3196617 with local fixes Change 3196700 on 2016/11/14 by Ben.Zeigler #jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows Change 3196719 on 2016/11/14 by Thomas.Sarkanen Added extra output to anim BP compiler when a blueprint function call is used This allows us to give more info to users when unsafe things (like blueprint functions) are used. Change 3196799 on 2016/11/14 by Jurre.deBaare Fix for blendspace tooltip crash #fix Check before dereferencing animation ptr on samples :) Change 3196971 on 2016/11/14 by Lukasz.Furman replaced hardcoded value for pathfollowing's focal point distance with a parameter #ue4 Change 3196994 on 2016/11/14 by Marc.Audy Slightly improve performance of boolean check Change 3197768 on 2016/11/14 by dan.reynolds AEOverview Stage 2 WIP - Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.) - Added Categorization menu to Main staging map to help sorting maps by category - Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically. Change 3197782 on 2016/11/14 by dan.reynolds AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP Change 3197801 on 2016/11/14 by dan.reynolds AEOverviewMain Stage 2 WIP: - Added Select All Buttom to select all loaded menu items Change 3197988 on 2016/11/15 by Thomas.Sarkanen Add the ability to use incompatible meshes with snapshots We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh. No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads. #jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies Change 3198062 on 2016/11/15 by Thomas.Sarkanen Disabled threaded update on various anim blueprints to remove cook warnings #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198071 on 2016/11/15 by Thomas.Sarkanen Fix default values not being available to change post anim BP compilation Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it). #jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected Change 3198082 on 2016/11/15 by Jurre.deBaare CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes #fix UI and ClampMin to 1 #jira UE-38587 Change 3198138 on 2016/11/15 by Thomas.Sarkanen Expose montage functions to Blueprint Made sure to flag appropriate functions as not thread safe. Also const-corrected a few functions that should be. Github #2918: Blueprint Callable Montage Set/Get Position #jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position Change 3198141 on 2016/11/15 by Jurre.deBaare Crash from generated Merged Actor with no created lightmap UV #fix Always flag UV channel 0 to be occupied #jira UE-38520 Change 3198420 on 2016/11/15 by Thomas.Sarkanen Move thread-safety check flags to the UAnimBlueprint Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load. Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues. #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198485 on 2016/11/15 by Thomas.Sarkanen Properly fix compile-on-load/cook warnings about anim blueprint thread safety Content only re-save. #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198622 on 2016/11/15 by Ben.Zeigler #jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature [CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
GetSkeletonTree()->DeselectAll();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
if (!bInitiallyFocused)
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
FocusViewportOnPreviewMesh(true);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3198996 on 2016/11/15 by Marc.Audy BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead. #jira UE-21136 Change 3199019 on 2016/11/15 by Marc.Audy Mark user-facing BeginPlay calls as protected Change 3200128 on 2016/11/16 by Thomas.Sarkanen Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance. #jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe Change 3200133 on 2016/11/16 by Martin.Wilson Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called) #jira UE-18798 Change 3200167 on 2016/11/16 by Martin.Wilson Newly added virtual bones are now selected in the skeleton tree #jira UE-37776 Change 3200255 on 2016/11/16 by James.Golding Stop SkeletalMeshTypes.h being globally included Change 3200289 on 2016/11/16 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix Make sure that in PostEditChangeProp we reset the override material arrays #misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead #jira UE-38108 Change 3200291 on 2016/11/16 by Jurre.deBaare Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds #fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence #jira UE-37274 Change 3200293 on 2016/11/16 by Jurre.deBaare Overlapping UV's cause merge actor texture baking issues #fix Only look for overlapping UVs if vertex data baking is actually expected/enabled #jira UE-37220 Change 3200294 on 2016/11/16 by Jurre.deBaare Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive #fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!) #jira UE-36679 Change 3200295 on 2016/11/16 by Jurre.deBaare Merge Actor Specific LOD level can be set to 8 #fix Change clamping value and added UI clamp metadata #jira UE-37134 Change 3200296 on 2016/11/16 by Jurre.deBaare In Merge Actors if you select use specific Lod level you have access to all the merge material settings #fix Added edit condition to non-grayed out material settings #jira UE-36667 Change 3200303 on 2016/11/16 by Thomas.Sarkanen Fixed diagonal current scrub value in anim curves #jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted Change 3200304 on 2016/11/16 by Thomas.Sarkanen Rezero is now explicit about what it does (current vs. specified frame) Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D). #jira UE-35985 - Rezero doesn't work by frame Change 3200307 on 2016/11/16 by Thomas.Sarkanen Add curve panel to anim BP editor Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.). #jira UE-35742 - Anim Curve Viewer allowed in Anim BP Change 3200313 on 2016/11/16 by Jurre.deBaare Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened #fix in debug skeletal mesh component just mark the cached parameters dirty every tick #jira UE-35786 Change 3200316 on 2016/11/16 by Jurre.deBaare Converted Skeletal To Static Mesh Gets Corrupted When Merged #fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well) #misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used #jira UE-37988 Change 3200321 on 2016/11/16 by Jurre.deBaare Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down #fix change the way the layout is constructed #jira UE-37260 Change 3200323 on 2016/11/16 by Jurre.deBaare Toggling sky in Persona does not effect reflections #fix turn of skylight together with the actual environment sphere #misc found incorrect copy paste in toggling floor/environment visibility with key stroke #jira UE-26796 Change 3200324 on 2016/11/16 by Jurre.deBaare Open Merge Actor menu on right clicking two selected actors #fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport #jira UE-36892 Change 3200331 on 2016/11/16 by Benn.Gallagher Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused. #jira UE-38620 Change 3200334 on 2016/11/16 by Jurre.deBaare Dynamic light settings in Persona viewport cause edges to appear hardened #fix Makeing the directional light stationary to ups the shadowing quality #jira UE-37188 Change 3200356 on 2016/11/16 by Jurre.deBaare Rate scale option for animation nodes in blend spaces #added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback #misc bumped framework object version to update all blendspaces on load #jira UE-16207 Change 3200380 on 2016/11/16 by Jurre.deBaare Fix for Mac CIS issues Change 3200383 on 2016/11/16 by Marc.Audy Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback Change 3200385 on 2016/11/16 by James.Golding Refactor SkeletalMesh to use same color buffer type as StaticMesh Change 3200407 on 2016/11/16 by James.Golding Fix CIS error in FbxAutomationTests.cpp Change 3200417 on 2016/11/16 by Jurre.deBaare Fix for CIS issues #fix Rogue } Change 3200446 on 2016/11/16 by Martin.Wilson Change fix for Set Anim Instance Class from CL 3200133 #jira UE-18798 Change 3200579 on 2016/11/16 by Martin.Wilson Fix for serialization crash in Odin #jir UE-38683 Change 3200659 on 2016/11/16 by Martin.Wilson Fix build errors Change 3200801 on 2016/11/16 by Lina.Halper Fix error message Change 3200873 on 2016/11/16 by Lina.Halper Test case for Update Rate Optimization - LOD_URO_Map.umap - test map - LODPawn - pawn that contains mesh with URO setting - You can tweak the value in LODPawn Change 3201017 on 2016/11/16 by Lina.Halper - Allow slave component to be removed when setting master pose to nullptr - licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html Change 3201765 on 2016/11/17 by Jurre.deBaare Improved tooltip for FBlendParameter.GridNum Change 3201817 on 2016/11/17 by Thomas.Sarkanen Added display/edit of bone transforms in details panel Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick(). Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene. Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection). #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3201819 on 2016/11/17 by Thomas.Sarkanen Fix CIS error Change 3201901 on 2016/11/17 by Lina.Halper With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids(). - removed GetCurveNumber from skeleton - changed curve count to use BoneContainer's curve list. #code review: Laurent.Delayen Change 3201999 on 2016/11/17 by Thomas.Sarkanen Add local/world transform editing to bone editing Added details customization & support code for world-space editing of bone transforms #jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab Change 3202111 on 2016/11/17 by mason.seay Potential test assets for HLOD Change 3202240 on 2016/11/17 by Thomas.Sarkanen Fixed extra whitespace not being removed in front of console commands. GitHub #2843 #jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands. Change 3202259 on 2016/11/17 by Jurre.deBaare Readded missing shadows in advanced preview scene Change 3203180 on 2016/11/17 by mason.seay Moved and updated URO Map Change 3203678 on 2016/11/18 by Thomas.Sarkanen Bug fix for menu extenders in PhAT. GitHub #2550 #jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT. Change 3203679 on 2016/11/18 by Thomas.Sarkanen Fixed LOD hysteresis not being properly converted from the old metric This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed. #jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently Change 3203747 on 2016/11/18 by Jurre.deBaare Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex #fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc. #jira UE-38734 Change 3203748 on 2016/11/18 by Jurre.deBaare Crash Generating Proxy Meshes after replacing static meshes in the level #fix just calculate bounds for the used UVs (old behaviour was wrong) #jira UE-38764 Change 3203751 on 2016/11/18 by james.cobbett Changes to TM-PoseSnapshot and new test assets Change 3203799 on 2016/11/18 by Thomas.Sarkanen Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method. Also fixed up the naming of some variables that still referred to screen areas & LOD distances. #jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result Change 3203856 on 2016/11/18 by james.cobbett TM-PoseSnapshot - Rebuild lighting and updated anims Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3203940 on 2016/11/18 by Ori.Cohen Fix missing newline for ps4 Change 3203960 on 2016/11/18 by Ori.Cohen Readd fix for linux macro expansion warning Change 3203975 on 2016/11/18 by Ori.Cohen Fix for linux toolchain not knowing about no-unused-local-typedef Change 3203989 on 2016/11/18 by Ori.Cohen Make sure physx automation doesn't try to build html5 APEX. Change 3204031 on 2016/11/18 by james.cobbett Minor update to test level Change 3204035 on 2016/11/18 by Marc.Audy Additional Attenuation refactor cleanup Change 3204044 on 2016/11/18 by Ori.Cohen Fix typo of NV_SIMD_SSE2 Change 3204049 on 2016/11/18 by Ori.Cohen Fix missing newline for PS4 compiler Change 3204463 on 2016/11/18 by mason.seay Finalized URO test map Change 3204621 on 2016/11/18 by mason.seay Small improvements Change 3204751 on 2016/11/18 by Ori.Cohen Make PhAT highlight selected bodies and constraints in the tree view Change 3205868 on 2016/11/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744 Change 3205887 on 2016/11/21 by Jurre.deBaare Fix for similar crash in blendspace editor like UE-38734 Change 3206121 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) #jira UE-38803 #jira UE-38692 Change 3206187 on 2016/11/21 by Marc.Audy PR #2935: Minor subtitle issues (Contributed by projectgheist) Additional bits #jira UE-38519 #jira UE-38803 #jira UE-38692 Change 3206318 on 2016/11/21 by Marc.Audy Fix Linux compiler whinging Change 3206379 on 2016/11/21 by Marc.Audy Fix crash when streaming in a sublevel with a child actor in it (4.14.1) #jira UE-38906 Change 3206591 on 2016/11/21 by Marc.Audy Refactor restrictions to allow hidden and clarify disabled Change 3206776 on 2016/11/21 by Marc.Audy ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect. ForceFeedback Attenuation settings can be defined via the content browser or directly on the component. #jira UEFW-244 Change 3206901 on 2016/11/21 by Marc.Audy Fix compile error in automation tests Change 3207235 on 2016/11/22 by danny.bouimad Updated Map Change 3207264 on 2016/11/22 by Thomas.Sarkanen Disable bone editing in anim blueprint editor #jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable Change 3207303 on 2016/11/22 by Lina.Halper Clear material curve by setting it directly because the flag might not exist #jira: UE-36902 Change 3207331 on 2016/11/22 by Jon.Nabozny Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully. Change 3207357 on 2016/11/22 by Danny.Bouimad Updating testcontent for pose drivers Change 3207425 on 2016/11/22 by Lina.Halper Fix frame count issue with montage #jira: UE-30048 Change 3207478 on 2016/11/22 by Lina.Halper Fix so that curve warning doesn't happen when your name is same. #jira: UE-34246 Change 3207526 on 2016/11/22 by Marc.Audy Fix crash when property restriction introduces a hidden entry Change 3207731 on 2016/11/22 by danny.bouimad MoreUpdates Change 3207764 on 2016/11/22 by Lina.Halper #fix order of morphtarget to first process animation and then BP for slave component Change 3207842 on 2016/11/22 by Ben.Zeigler Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work. Change 3208202 on 2016/11/22 by Ben.Zeigler #jira UE-38811 Fix regression with gimbal locking in player camera manager. The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise. Change 3208510 on 2016/11/23 by Wes.Hunt Disable UBT Telemetry on internal builds #jira AN-1059 #tests build a few different ways, add more diagnostics to clarify if the provider is being used. Change 3208734 on 2016/11/23 by Martin.Wilson Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class #jira UE-38899 Change 3208782 on 2016/11/23 by Thomas.Sarkanen Fixed material and vert count issues with skeletal to static mesh conversion Material remapping was not bein gbuilt, so material indices were overwitten inappropriately. Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase. #jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh Change 3208798 on 2016/11/23 by James.Golding UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds Change 3208801 on 2016/11/23 by Jurre.deBaare Hidden Material References from Mesh Components Fix #fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something #jira UE-38108 Change 3208807 on 2016/11/23 by Thomas.Sarkanen CIS fix Change 3208824 on 2016/11/23 by danny.bouimad More content updates for Testing Change 3208827 on 2016/11/23 by Danny.Bouimad Removing Old Pose driver Testassets I created awhile ago. Change 3209026 on 2016/11/23 by Martin.Wilson CIS Fix for FRichCurve Change 3209083 on 2016/11/23 by Marc.Audy Don't crash if after an undo the previously selected object no longer exists (4.14.1) #jira UE-38991 Change 3209085 on 2016/11/23 by Marc.Audy Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1) #jira UE-38992 Change 3209124 on 2016/11/23 by Ben.Zeigler #jira UE-38867 Fix some game mode log messages From PR #2955 Change 3209231 on 2016/11/23 by Marc.Audy Auto removal Change 3209232 on 2016/11/23 by Marc.Audy GetComponents now optionally can include components in Child Actors Change 3209233 on 2016/11/23 by Marc.Audy ParseIntoArray resets instead of empty Change 3209235 on 2016/11/23 by Marc.Audy Allow child actor components to be selected in viewports Fix selection highlight not working on nested child actors #jira UE-16688 Change 3209247 on 2016/11/23 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194 Change 3209299 on 2016/11/23 by Marc.Audy Use MoveTemp to reduce some memory churn in graph schema actions Change 3209347 on 2016/11/23 by Marc.Audy Don't dispatch a tick function that had been scheduled but has been disabled before being executed. #jira UE-37459 Change 3209507 on 2016/11/23 by Ben.Zeigler #jira UE-38185 Keep player controllers in their same order during a seamless travel From PR #2908 Change 3209882 on 2016/11/24 by Thomas.Sarkanen Copy-to-array now works with the fast path Refactored the copy record generation/validation code to be clearer with better seperation of concerns. Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen). Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped. Added tests for fast path validity to EditorTests project. Assets to follow. #jira UE-34569 - Fast Path gets turned off if you link to multiple input pins Change 3209884 on 2016/11/24 by Thomas.Sarkanen File I missed Change 3209885 on 2016/11/24 by Thomas.Sarkanen Support assets for fast path tests Change 3209939 on 2016/11/24 by Benn.Gallagher Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list #jira UE-35557 Change 3209941 on 2016/11/24 by Jurre.deBaare Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly. #fix make sure that when we delete a sample point we reset the preview base pose #misc changed how the preview base pose is determined/updated #jira UE-38733 Change 3209942 on 2016/11/24 by Thomas.Sarkanen Fixed transactions being made when setting bone space in details panel Also added reset to defaults to allow easy removal of bone modifications. #jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction Change 3209945 on 2016/11/24 by james.cobbett Test assets for Pose Snapshot Test Case Change 3210239 on 2016/11/25 by Mieszko.Zielinski Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4 #jira UE-29415 Change 3210279 on 2016/11/25 by Benn.Gallagher Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation #jira UE-38040 Change 3210288 on 2016/11/25 by danny.bouimad Cleaned up Pose Driver Anim BP's Change 3210334 on 2016/11/25 by Benn.Gallagher Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr #jira UE-22145 Change 3210349 on 2016/11/25 by James.Golding UE-35783 Fix scrolling in PoseAsset editor panels Change 3210356 on 2016/11/25 by James.Golding UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables) Change 3210357 on 2016/11/25 by Jurre.deBaare Numeric textbox value label incorrect for aimoffset/blendspaces in grid #fix change lambda capture type (was referencing local variable) Change 3210358 on 2016/11/25 by Jurre.deBaare Crash Generating Proxy Mesh with Transition Screen Size set to 1 #fix 1.0 was not included within the possible range #jira UE-38810 Change 3210364 on 2016/11/25 by James.Golding Improve BuildVertexBuffers to use stride and avoid copying colors Change 3210371 on 2016/11/25 by Jurre.deBaare You can no longer enable tooltip display when using anim offset #fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down #jira UE-38808 It's not clear that the user has to hold shift to preview in blend spaces #fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value #jira UE-38711 #misc refactored out some duplicate code :) Change 3210387 on 2016/11/25 by james.cobbett Updating test asset Change 3210550 on 2016/11/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927 Brings IWYU in and required substantial fixups Change 3210551 on 2016/11/26 by Marc.Audy Delete empty cpp files Change 3211002 on 2016/11/28 by Lukasz.Furman added navigation update on editting volume's brush #ue4 Change 3211011 on 2016/11/28 by Marc.Audy Roll back CL# 3210334 as it is causing deadlocks during GC Change 3211039 on 2016/11/28 by Jurre.deBaare Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors. #fix prevent using the wedge map when propagating spline mesh vertex colours #jira UE-36011 Change 3211053 on 2016/11/28 by Ori.Cohen Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide #JIRA UE-38989 Change 3211101 on 2016/11/28 by mason.seay Adjusting trigger collision so it can't be triggered by projectiles Change 3211171 on 2016/11/28 by Jurre.deBaare Previewing outside of Blendspace Graph points causes unexpected weighting #jira UE-32775 Second Animation Sample added to AimOffset or Blendspace swaps with the first sample #jira UE-36755 #fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles - One: fill grid weights to single sample - Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line - Colinear: find two closest samples and apply behaviour above #misc rename variables to make the code more clear and correct Change 3211491 on 2016/11/28 by Marc.Audy Provide proper tooltip for GetParentActor/Component Expose GetAttachParentActor/SocketName to blueprints De-virtualize Actor GetAttach... functions #jira UE-39056 Change 3211570 on 2016/11/28 by Lina.Halper Title doesn't update when asset is being dropped #jira: UE-39019 Change 3211766 on 2016/11/28 by Ori.Cohen Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically. #JIRA UE-36089 Change 3211938 on 2016/11/28 by Mason.Seay CSV's for testing gameplay tags Change 3212090 on 2016/11/28 by Ori.Cohen Expose angular SLERP drive to blueprints #JIRA UE-36690 Change 3212102 on 2016/11/28 by Marc.Audy Fix shadow variable issue #jira UE-39099 Change 3212182 on 2016/11/28 by Ori.Cohen PR #2902: Fix last collision preset display (Contributed by max99x) #JIRA UE-38100 Change 3212196 on 2016/11/28 by dan.reynolds AEOverview Update: Minor tweaks and fixes Added Attenuation Curve Tests Renamed SC to SCLA for Sound Class prefix WIP SCON (Sound Concurrency) Change 3212347 on 2016/11/28 by Ben.Zeigler #jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor Fix chained tag redirectors to work properly Const fixes and removed a bad error message spam, and fix rename message Change 3212385 on 2016/11/28 by Marc.Audy Avoid duplicate GetWorld() calls Change 3212386 on 2016/11/28 by Marc.Audy auto shoo Change 3213018 on 2016/11/29 by Marc.Audy Fix shadow variable for real Change 3213037 on 2016/11/29 by Ori.Cohen Fix deprecation warnings Change 3213039 on 2016/11/29 by Marc.Audy Generalize logic for when a component prevents an Actor from auto destroying Add forcefeedback component to the components that will hold up the auto destroy of an actor Change 3213088 on 2016/11/29 by Marc.Audy Move significance manager out of experimental Change 3213187 on 2016/11/29 by Marc.Audy Add InsertDefaulted to mirror options available when Adding Change 3213254 on 2016/11/29 by Marc.Audy add auto-complete for showdebug forcefeedback Change 3213260 on 2016/11/29 by Marc.Audy Allow systems to inject auto-complete console entries Change 3213276 on 2016/11/29 by Marc.Audy add auto-complete entry for showdebug significancemanager Change 3213331 on 2016/11/29 by James.Golding Split SkeletalMesh skin weights into their own stream Remove unused FGPUSkinVertexColor struct Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights Update friendly name for FColorVertexBuffer now it's used by skel mesh as well Change 3213349 on 2016/11/29 by Ben.Zeigler Fix tag rename feedback message Change 3213355 on 2016/11/29 by Ben.Zeigler #jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome) Change 3213406 on 2016/11/29 by Ori.Cohen Make sure body transforms are not set while the physx simulation is running. #JIRA UE-37270 Change 3213508 on 2016/11/29 by Jurre.deBaare When performing a merge actor on an actor merging multiple materials certain maps aren't generated #fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map #jira UE-38526 Change 3213557 on 2016/11/29 by Ben.Zeigler #jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away Change 3213634 on 2016/11/29 by Ori.Cohen Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor. Change 3213639 on 2016/11/29 by Ori.Cohen Fix from nvidia for vehicle suspension exploding when given a bad normal. #JIRA UE-38716 Change 3213812 on 2016/11/29 by James.Golding UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead Change 3213824 on 2016/11/29 by Ori.Cohen Fix CIS Change 3213873 on 2016/11/29 by Ori.Cohen Fix welded bodies not properly computing mass properties. #JIRA UE-35184 Change 3213950 on 2016/11/29 by Mieszko.Zielinski Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion #jira UE-37221 Change 3213951 on 2016/11/29 by Mieszko.Zielinski Fixed perception system having issue with registering perception listener spawned in sublevels #UE4 #jira UE-37850 Change 3214005 on 2016/11/29 by Ori.Cohen Fix mass kg override not propagating to blueprint instances. Change 3214046 on 2016/11/29 by Marc.Audy Duplicate all instanced subobjects, not just those that are editinlinenew Make AABrush.Brush instanced rather than export #jira UE-39066 Change 3214064 on 2016/11/29 by Marc.Audy Use GetComponents directly where safe instead of copying in to an array Change 3214116 on 2016/11/29 by James.Golding Fix tooltip when dragging anim assets onto players Change 3214136 on 2016/11/29 by Ori.Cohen Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data #JIRA UE-35864 Change 3214162 on 2016/11/29 by Mieszko.Zielinski Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4 #jira UE-12077 Change 3214177 on 2016/11/29 by Marc.Audy Use correct SocketName (broken in CL#2695130) #jira UE-39153 Change 3214427 on 2016/11/29 by dan.reynolds AEOverview Update Fixed Attenuation tests when overlapping attenuation ranges between streamed levels Added Sound Concurrency Far then Prevent New testmap Removed some Sound Concurrency assets Change 3214469 on 2016/11/29 by dan.reynolds AEOverview Update Added Sound Concurrency Test for Stop Farthest then Oldest Change 3214842 on 2016/11/30 by Jurre.deBaare LookAt AimOffset in the Anim Graph causes character to explode #jira UE-38533 #fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime Change 3214866 on 2016/11/30 by james.cobbett Updating Pose Snapshot test assets Change 3214964 on 2016/11/30 by thomas.sarkanen Added test data for facial animtion curves Change 3215015 on 2016/11/30 by Jurre.deBaare When a Aim Offset axis value is edited drastically the preview mesh will be deformed #fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range #misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit) #jira UE-38880 Change 3215029 on 2016/11/30 by Marc.Audy Fix CIS Change 3215033 on 2016/11/30 by Marc.Audy Add a delegate for when new classes are added via hotreload Change existing hotload class reinstancing delegates to be multicast Change 3215048 on 2016/11/30 by Jon.Nabozny Use getKinematicTarget whenever a body is kinematic. This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics. #jira UE-37877 Change 3215052 on 2016/11/30 by Marc.Audy Generalize the volume actor factory logic Create volume factories when hotreload adds a new volume class #jira UE-39064 Change 3215055 on 2016/11/30 by Marc.Audy Probable fix for IOS CIS failure Change 3215091 on 2016/11/30 by Lina.Halper Easy alternative fix for blending two curves per bone. For now we just combine. To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15. #jira: UE-39182 Change 3215179 on 2016/11/30 by Jurre.deBaare Preview viewport should only use rendering features supported in project #fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity #jira UE-37252 Change 3215189 on 2016/11/30 by Jurre.deBaare CIS fix Change 3215326 on 2016/11/30 by Ben.Zeigler #jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode. Regression caused by CL #3104976 Change 3215523 on 2016/11/30 by James.Golding Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash Change 3215539 on 2016/11/30 by Marc.Audy Fix failure to cleanup objects in a hidden always loaded sub-level #jira UE-39139 Change 3215568 on 2016/11/30 by Aaron.McLeran UE-39197 Delay node of 0.0 causes crash Change 3215719 on 2016/11/30 by Aaron.McLeran UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528 Change 3215773 on 2016/11/30 by Aaron.McLeran PR #2819 : Fixed typo in SoundWave.h Change 3215828 on 2016/11/30 by James.Golding PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus) Change 3215831 on 2016/11/30 by James.Golding UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode Change 3215904 on 2016/11/30 by Marc.Audy Fix significance calculations Change 3215955 on 2016/11/30 by James.Golding UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data. Change 3215959 on 2016/11/30 by James.Golding Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass Change 3216057 on 2016/11/30 by Marc.Audy Don't reset expose on spawn properties when in a PIE world #jira UE-36771 Change 3216114 on 2016/11/30 by James.Golding Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files Change 3216144 on 2016/11/30 by Jon.Nabozny Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated. InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with. This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset. #jira UE-38434 Change 3216148 on 2016/11/30 by Jon.Nabozny Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling. Change 3216160 on 2016/11/30 by Aaron.McLeran Fixing a memory leak in concurrency management Change 3216164 on 2016/11/30 by James.Golding Move SkeletalMeshActor code into its own cpp file Fix CIS for SkeletalMeshComponent.cpp Change 3216371 on 2016/11/30 by dan.reynolds AEOverview Update Minor tweaks Completed Sound Concurrency Rule Test Maps Added additional test files Change 3216509 on 2016/11/30 by Marc.Audy Fix missing include Change 3216510 on 2016/11/30 by Marc.Audy Code cleanup Change 3216723 on 2016/12/01 by Jurre.deBaare When clearing a blend sample animation the animation will try and blend to the ref pose #fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation #fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error) #misc weird whitespace changes #jira UE-39078 Change 3216745 on 2016/12/01 by Jurre.deBaare - Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised. - UDN user was hitting a check within the triangle flipping behaviour #fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle #fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check #misc refactored triangle flipping code to make it smaller (more readible) Change 3216903 on 2016/12/01 by mason.seay Imported mesh for quick test Change 3216904 on 2016/12/01 by Jurre.deBaare CIS Fix #fix replaced condition by both non-editor as editor valid one Change 3216998 on 2016/12/01 by Lukasz.Furman fixed AI slowing down on ramps due to 3D input vector being constrained by movement component #jira UE-39233 #2998 Change 3217012 on 2016/12/01 by Lina.Halper Checking in James' fix on drag/drop to replace assets #code review: James.Golding #jira: UE-39150 Change 3217031 on 2016/12/01 by james.cobbett Updating Pose Snapshot Assets. Again. Change 3217033 on 2016/12/01 by Martin.Wilson Update bounds on all skel meshes when physics asset is changed #jira UE-38572 Change 3217181 on 2016/12/01 by Martin.Wilson Fix imported animations containing a black thumbnail #jira UE-36559 Change 3217183 on 2016/12/01 by Martin.Wilson Add some extra debugging code for future animation compression / ddc issues Change 3217184 on 2016/12/01 by james.cobbett Fixing a test asset by checking a check box. Sigh. Change 3217216 on 2016/12/01 by Martin.Wilson Undo part of CL 3217183. Will need to add this back differently. Change 3217274 on 2016/12/01 by Marc.Audy When serializing in an enum tagged property follow redirects #jira UE-39215 Change 3217419 on 2016/12/01 by james.cobbett Changes to test assets for more Pose Snapshot tests Change 3217449 on 2016/12/01 by Aaron.McLeran Adding new audio setting to disable EQ and reverb. Hooked up to XAudio2 (for now). Change 3217513 on 2016/12/01 by Marc.Audy Improve bWantsBeginPlay deprecation message Change 3217620 on 2016/12/01 by mason.seay Updated test assets for HLOD Change 3217872 on 2016/12/01 by Aaron.McLeran UEFW-113 Adding master reverb to audio mixer - Added new submix editor to create new submixes - Created new default master submixes for reverb and EQ and master submixes - Fixed a number of minor issues found in auido mixer while working on feature Change 3218053 on 2016/12/01 by Ori.Cohen Added mass debug rendering #JIRA UE-36608 Change 3218143 on 2016/12/01 by Aaron.McLeran Fixing up reverb to support multi-channel (5.1 and 7.1) configurations. - Added default reverb send amount Change 3218440 on 2016/12/01 by Zak.Middleton #ue4 - Made some static FNames const. Change 3218715 on 2016/12/02 by james.cobbett Fixed bug in test asset. Change 3218836 on 2016/12/02 by james.cobbett Fixing up test asset Change 3218884 on 2016/12/02 by james.cobbett Moar test asset changes Change 3218943 on 2016/12/02 by Ori.Cohen Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space #JIRA UE-35184 Change 3218955 on 2016/12/02 by Marc.Audy Fix initialization order issues Remove monolithic includes Change signature to pass string by const ref Change 3219149 on 2016/12/02 by Ori.Cohen Fix SetCollisionObjectType not working on skeletal mesh components #JIRA UE-37821 Change 3219162 on 2016/12/02 by Martin.Wilson Fix compile error when blend space on aim offset nodes is exposed as pin #jira UE-39285 Change 3219198 on 2016/12/02 by Marc.Audy UEnum::FindValue/IndexByName will now correctly follow redirects #jira UE-39215 Change 3219340 on 2016/12/02 by Zak.Middleton #ue4 - Optimized and cleaned up some Actor methods related to location and rotation. - Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors. - Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent(). - Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods. Change 3219482 on 2016/12/02 by Ori.Cohen Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent. #JIRA UE-39172 Change 3219676 on 2016/12/02 by Martin.Wilson Make clearer that ref pose is from skeleton Change 3219687 on 2016/12/02 by Aaron.McLeran Supporting multi-channel reverb with automatic downmixing of input to stereo Change 3219688 on 2016/12/02 by Martin.Wilson Fix crash when remapping additive animations after skeleton hierarchy change #jira UE-39040 Change 3219699 on 2016/12/02 by Zak.Middleton #ue4 - Fix template's use of old GetActorRotation() function. Change 3219969 on 2016/12/02 by Ben.Zeigler #jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication Modified from shelve Zak.Middleton made of PR #1885, after some more testing Change 3220010 on 2016/12/02 by Aaron.McLeran Fixing up sound class editor Change 3220013 on 2016/12/02 by Aaron.McLeran Deleting monolithic file Change 3220249 on 2016/12/02 by Aaron.McLeran Changing reverb settings parameter thread sync method - Switching to a simple ring buffer rather than using a crit sect Change 3220251 on 2016/12/02 by Aaron.McLeran Removing hard-coded audio mixer module name for the case when using -audiomixer argument, -added new entry to ini file that allows you to specify the audio mixer module name used for the platform. Change 3221118 on 2016/12/05 by Jurre.deBaare Back out changelist 3220249 to fix CIS Change 3221363 on 2016/12/05 by Martin.Wilson Change slot node category from Blends to Montage Change 3221375 on 2016/12/05 by Jon.Nabozny Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set. #jira UE-39325 Change 3221402 on 2016/12/05 by Jon.Nabozny Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path. #jira UE-33562 Change 3221441 on 2016/12/05 by Thomas.Sarkanen Fixed crash when reimporting a mesh when a different animation was open #jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents Change 3221473 on 2016/12/05 by Marc.Audy Get rid of auto. Use GetComponents directly instead of copying in to temporary arrays Change 3221584 on 2016/12/05 by Jon.Nabozny Fix CIS for Mac builds from CL-3221375 Change 3221631 on 2016/12/05 by Martin.Wilson Possible fix for rare marker sync crash on live servers #jira UE-39235 #test ai match, animation seemed fine, no crashes Change 3221660 on 2016/12/05 by mason.seay Resubmitting to add Viewport Bookmark Change 3221683 on 2016/12/05 by Mieszko.Zielinski Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4 #jira UE-30355 Change 3221750 on 2016/12/05 by Jon.Nabozny Real CIS fix. Change 3221917 on 2016/12/05 by Jon.Nabozny Fix CIS for real this time. Change 3222370 on 2016/12/05 by mason.seay Start of Gameplay Tag testmap Change 3222396 on 2016/12/05 by Aaron.McLeran UEFW-44 Implementing EQ master submix effect for audio mixer - New thread safe param setting temlate class (for setting EQ and Reverb params) - Hook up reverb submix effect to source voices - Implementation of FBiquad for biquad filter coefficients and audioprocessing - Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once - Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type Change 3222425 on 2016/12/05 by Aaron.McLeran Checking in missing files Change 3222429 on 2016/12/05 by Aaron.McLeran Last missing file! Change 3222783 on 2016/12/05 by Jon.Nabozny Update SkelMeshScaling map. Change 3223173 on 2016/12/06 by Martin.Wilson Fix crash in thumbnail rendering when creating a new montage #jira UE-39352 Change 3223179 on 2016/12/06 by Marc.Audy auto/NULL cleanup Change 3223329 on 2016/12/06 by Marc.Audy Fix (hard to explain) memory corruption #jira UE-39366 Change 3223334 on 2016/12/06 by Jon.Nabozny Add HasBeenInitialized check inside AActor::InitializeComponents Change 3223340 on 2016/12/06 by Jon.Nabozny Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid. #jira UE-39238 Change 3223372 on 2016/12/06 by Marc.Audy Probably fix HTML5 CIS failure Change 3223511 on 2016/12/06 by Jon.Nabozny Fix Mac CIS shadow warning Change 3223541 on 2016/12/06 by Lukasz.Furman fixed missing NavCollision data in static meshes #jira UE-39367 Change 3223672 on 2016/12/06 by Ben.Zeigler #jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button Remove unnecessary code from both customizations Change 3223751 on 2016/12/06 by Marc.Audy Properly remove components from their owner when manipulating through editinlinenew properties #jira UE-30548 Change 3223831 on 2016/12/06 by Ben.Zeigler #jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled #jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive Add Tag Source to tooltip in management mode Fix RequestGameplayTagChildrenInDictionary to work properly Change 3223862 on 2016/12/06 by Marc.Audy Hide deprecated attach functions for all games not just Paragon Change 3224003 on 2016/12/06 by Marc.Audy Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way. #jira UE-39207 Change 3224602 on 2016/12/07 by Jurre.deBaare Crash on creating LODs with Medic #fix Added clamp for UVs -1024 to 1024 #jira UE-37726 Change 3224604 on 2016/12/07 by Jurre.deBaare Fix for incorrect normal calculation in certain circumstances #fix Make sure we propagate the matrices to samples after we (re)calculated normals #fix Conditionally swap/inverse the vertex data buffers instead of always #fix Set preview mesh for alembic import animation sequences #misc removed commented out code and added debug code Change 3224609 on 2016/12/07 by Jurre.deBaare Alembic Import Issues (skeletal) w. UVs and smoothing groups #fix Changed the way we populate smoothing group indices for alembic caches #misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences #jira UE-36412 Change 3224783 on 2016/12/07 by James.Golding Support per-instance skeletal mesh vertex color override Change 3224784 on 2016/12/07 by James.Golding Add skelmesh vert color override map. Fix my vert color material to work on skel mesh. Change 3225131 on 2016/12/07 by Jurre.deBaare Crash when baking matrix animation when importing an alembic file as skeletal #fix condition whether or not to apply matrices had not been moved over in previous change #jira UE-39439 Change 3225491 on 2016/12/07 by Lina.Halper - Morphtarget fix on the first frame #jira: UE-37702 Change 3225597 on 2016/12/07 by mason.seay Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting Change 3225758 on 2016/12/07 by Aaron.McLeran UE-39421 Fix for sound class graph bug Change 3225957 on 2016/12/07 by Ben.Zeigler #jira UE-39433 Fix crash with mass debug data Change 3225967 on 2016/12/07 by Lina.Halper Fix not removing link up cache when removed. #jira: UE-33738 Change 3225990 on 2016/12/07 by Ben.Zeigler #jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues Change 3226123 on 2016/12/07 by Aaron.McLeran Fix for sound class asset creation from within the sound class graph Change 3226165 on 2016/12/07 by mason.seay Replaced skelmesh gun with static mesh cube Change 3226336 on 2016/12/07 by Aaron.McLeran Fixing up sound class replacement code. If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them Change 3226701 on 2016/12/08 by Thomas.Sarkanen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613 Change 3226710 on 2016/12/08 by Jurre.deBaare Fix for alembic import crash #misc update num mesh samples and take into account user set start frame in case of skipping preroll frames Change 3226834 on 2016/12/08 by Jurre.deBaare Fix for incorrect matrix samples being applied during Alembic cache importing #fix Change way we loop through samples and determine correct matrix and mesh sample indices Change 3227330 on 2016/12/08 by Jurre.deBaare Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error #UE-39499 #fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad #misc corrected socket name output, removed unnecessary nullptr check Change 3227575 on 2016/12/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387 Change 3227602 on 2016/12/08 by Marc.Audy Copyright 2016 to 2017 updates for new Framework files [CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -05:00
bInitiallyFocused = true;
}
UpdateCameraSetup();
}
// Setup physics data from physics assets if available, clearing any physics setup on the component
Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3167010 on 2016/10/19 by Dmitriy.Dyomin Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html #jira UE-36397 Change 3166824 on 2016/10/18 by Alexis.Matte Fix re-import of mesh material assignment regression #jira UE-37479 Change 3166821 on 2016/10/18 by Alexis.Matte Make sure the old asset are build correctly #jira UE-37461 Change 3166740 on 2016/10/18 by Lina.Halper Fix crash with hide name when bone buffer doesn't exist due to slave component #jira: UE-37467 Change 3166737 on 2016/10/18 by Jeff.Campeau Fix double release in PhysX if there's an exception during shutdown #jira UE-37058 Change 3166733 on 2016/10/18 by Chris.Babcock Add missing MultiviewOVR functions for Android deferred #jira UE-37401 #ue4 #android Change 3166719 on 2016/10/18 by Richard.TalbotWatkin Fixed crash when setting a closed loop on a SplineComponent with no spline points defined. #jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint Change 3166701 on 2016/10/18 by Daniel.Wright Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups. #jira UE-37317 Change 3166549 on 2016/10/18 by Alexis.Matte Make sure the vertex paint circle brush is display when painting #jira UE-37462 Change 3166459 on 2016/10/18 by Mitchell.Wilson Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template #jira UE-37471 Change 3166435 on 2016/10/18 by Mitchell.Wilson Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings #jira UE-29718 Change 3166363 on 2016/10/18 by Mitchell.Wilson copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane. Rebuilt lighting for shootergame levels and added build data for each level. #jira UE-37435 Change 3166342 on 2016/10/18 by Rolando.Caloca UE4.14 - Fix for crash on splines with decals #jira UE-36864 Change 3166315 on 2016/10/18 by Ori.Cohen Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers. #JIRA UE-21572, UE-37429 Change 3166274 on 2016/10/18 by Peter.Sauerbrei deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support #jira UE-37034 Change 3166238 on 2016/10/18 by Max.Preussner MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470) Copied from Dev-Sequencer CL# 3166218 #jira UE-37470 Change 3166209 on 2016/10/18 by Daniel.Lamb Fixed issue with launch on marking packages as dirty. #test Cook shooter game #jira UE-37455 Change 3165901 on 2016/10/18 by Jamie.Dale Fixed Clang error caused by missing return type #jira UE-37421 Change 3165774 on 2016/10/18 by Steve.Robb Fix for FMallocBinned::GetAllocationSize() for aligned allocations. Copied from CL# 3165739. #jira UE-37249 #jira UE-37243 Change 3165457 on 2016/10/17 by Max.Chen Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user. #jira UE-37420 Change 3165444 on 2016/10/17 by Max.Chen Sequencer: Fix reset view range so that it's a no-op when the range is negative. #jira UE-37412 Change 3165257 on 2016/10/17 by Keli.Hlodversson Fix crash when exiting using SteamVR if using VR controllers and launched from steam. #jira UE-37432 Change 3165225 on 2016/10/17 by Nick.Darnell Strategy Game - No longer overrides the engine default iOS build machine to use. Shooter Game - Has been upgraded to user the newer location of the DPI scale curve. #jira UE-37001 Change 3165110 on 2016/10/17 by Michael.Trepka Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script #jira UE-36939 Change 3165107 on 2016/10/17 by Mitchell.Wilson Resolve CIS content warnings in Shooter Game. #jira UE-30791 Change 3165001 on 2016/10/17 by Alexis.Matte Bump the static mesh build version to force a rebuild. #jira UE-37262 Change 3164928 on 2016/10/17 by Ben.Marsh GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too. Change 3164914 on 2016/10/17 by Max.Chen Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null. Copy from Dev-Sequencer #jira UE-35285 Change 3164896 on 2016/10/17 by Ben.Marsh UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway. Change 3164892 on 2016/10/17 by Jamie.Dale Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText #jira UE-36977 Change 3164886 on 2016/10/17 by Jamie.Dale Fixed issues propagating property changes when editing Blueprints - FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text. - TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do. - TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values. #jira UE-36977 Change 3164884 on 2016/10/17 by Jamie.Dale We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor #jira UE-36977 Change 3164843 on 2016/10/17 by Ben.Marsh UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>. #jira UE-37386 Change 3164823 on 2016/10/17 by Daniel.Lamb Fixed warning about shader compiler stalling. #test Cook Shootergame #jira UE-37393 Change 3164805 on 2016/10/17 by Alexis.Matte Remove the skinxx import workflow for static mesh #jira UE-37262 Change 3164803 on 2016/10/17 by Mitchell.Wilson Rebuilt lighting on all template projects #jira UE-37317 Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt Fixed Editing InlineEditConditionToggle variable inside a blueprint causing the editor to crash #jira UE-37029 Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt Fixed crash debugging blueprints in a networked game session - Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete. This ensures any debugger windows that appear during BeginPlay have realtime disabled by default. #jira UE-37360 Change 3164711 on 2016/10/17 by Chris.Wood Added char limit to user description in Crash Report Client [UE-37377] - Limit description field size in Crash Report Client #jira UE-37377 Change 3164706 on 2016/10/17 by Alexis.Matte Fix fbx scene re-import of staticmesh loosing there materials #jira UE-37032 Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone #jira UE-37300 Change 3164686 on 2016/10/17 by Alexis.Matte Remove unwanted re-import setting option in both mesh editor. #jira UE-36640 Change 3164622 on 2016/10/17 by Dan.Oconnor Duplicating 3153975 and 3155758 in 4.14 #jira UE-36938 Change 3164620 on 2016/10/17 by Robert.Manuszewski UE4 - Critical fix for task graph memory leak. (re-implementing CL #3159689 by Gil.Gribb) #jira UE-37382 #fyi Gil.Gribb Change 3164557 on 2016/10/17 by Mitchell.Wilson Rebuilt lighting in code and bp first person template. #jira UE-37317 Change 3164370 on 2016/10/17 by Chris.Wood Fix broken application path in Crash Report Client app restart code. [UE-36429] - Send and Restart from Crash Reporter does nothing #jira UE-36429 Change 3164329 on 2016/10/17 by Dmitriy.Dyomin Fixed: Shader compile error using Point Lights Nvidia Shield #jira UE-25671 Change 3164219 on 2016/10/16 by Max.Chen Fix CDO Constructor errors Copy from Dev-Sequencer #jira UE-36787 Change 3164173 on 2016/10/16 by Zachary.Wilson Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections #jira UE-29618 Change 3164171 on 2016/10/16 by Benjamin.Hyder Re-Saving TM-Noise to update camera position #jira UE-29618 Change 3164169 on 2016/10/16 by Benjamin.Hyder Updating TM-Noise map to include VectorVoronoi noise material #jira UE-29618 Change 3164022 on 2016/10/15 by zachary.wilson Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node #jira UE-29618 Change 3163970 on 2016/10/15 by Benjamin.Hyder updating shading model for skeletal mesh example in TM-SSS_Fullres #jira UE-29618 Change 3163961 on 2016/10/15 by Benjamin.Hyder adding animated skeletal mesh example to TM-SSS_Fullres #jira UE-29618 Change 3163958 on 2016/10/15 by Benjamin.Hyder adding diffuse example to TM-SSS_Fullres #jira UE-29618 Change 3163728 on 2016/10/14 by Tyler.Cole Prep build scripts for WEX MCP in UE4 Release-4.14 stream. #jira NONE-0 Change 3163718 on 2016/10/14 by Tyler.Cole Prep build scripts for Ocean MCP in UE4 Release-4.14 stream. #jira NONE-0 Change 3163715 on 2016/10/14 by Tyler.Cole Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream. #jira NONE-0 Change 3163711 on 2016/10/14 by Tyler.Cole Prep build scripts for Orion MCP in UE4 Release-4.14 stream. #jira NONE-0 Change 3163698 on 2016/10/14 by Michael.Trepka Fixed a CoreAudio crash on unpause #jira UE-37126 Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt Disable versioning info in project badge by default #jira UE-37335 Change 3163485 on 2016/10/14 by Michael.Trepka Add one more RPATH entry on Mac to support launching staged builds #jira UE-36799 Change 3163479 on 2016/10/14 by Michael.Trepka A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store #jira UE-25742 Change 3163465 on 2016/10/14 by Daniel.Lamb Fix issue with cook command from editor was trying to package also. #test Cook command in editor #jira UE-36796 Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt Fixed selected section highlight and vertex color view modes not working. #jira UE-37308 Change 3163450 on 2016/10/14 by Mike.Beach Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost. #jira UE-37055 Change 3163400 on 2016/10/14 by Benjamin.Hyder Updating Lighting setttings inTM-SSS_Fullres #jira UE-29618 Change 3163392 on 2016/10/14 by Benjamin.Hyder Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials #jira UE-29618 Change 3163336 on 2016/10/14 by Mike.Beach Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle. #jira UE-37055 Change 3163335 on 2016/10/14 by Max.Chen Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport. Copy from Dev-Sequencer #jira UE-35342 Change 3163230 on 2016/10/14 by Richard.TalbotWatkin Duplicated from //UE4/Release-4.13, CL 3111897 When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface. #jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry #jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry #jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building Change 3163155 on 2016/10/14 by Benn.Gallagher Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active #jira UE-37332 Change 3163146 on 2016/10/14 by Marc.Audy Properly add/remove wind sources when activated/deactivated #jira UE-37289 Change 3163135 on 2016/10/14 by Phillip.Kavan [UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios. Mirrored from CL# 3160052 (//UE4/Dev-Blueprints). Additional changes (for release branch): - Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change. #jira UE-35259 Change 3162999 on 2016/10/14 by Ben.Marsh QFE: Fix writing output files if they don't already exist, and bump version number to 4.14. Change 3162988 on 2016/10/14 by Thomas.Sarkanen Fix socket editing on meshes Feature was inadvertently removed with the Persona refactor. #jira UE-37313 - Create Mesh Socket is missing Change 3162938 on 2016/10/14 by Ben.Zeigler Merging CL 3162934 to //UE4/Release-4.14 #jira UE-37044 Fix crash when loading map that has null actors in the actor list Change 3162900 on 2016/10/14 by Dmitriy.Dyomin Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel #jira UE-37312 Change 3162864 on 2016/10/14 by Yannick.Lange VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050 - Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272 #jira UE-37050 #jira UE-37272 Change 3162761 on 2016/10/14 by Jack.Porter Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel #jira UE-36863 Change 3162724 on 2016/10/14 by Max.Chen Sequencer: Fix time dilation in level sequence player Copy from Dev-Sequencer #jira UE-37277 Change 3162617 on 2016/10/13 by Jeff.Campeau Fix Windows XP compilation issues. - Block Win10 SDK includes - Remove unused Win10 SDK path collecting - Fix extraneous includes - Add 32b atomic option for certain stats #jira UE-36909 Change 3162503 on 2016/10/13 by Max.Preussner MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248) Merged from Dev-Sequencer CL# 3160995 #jira UE-37248 Change 3162470 on 2016/10/13 by Mitchell.Wilson Rebuilt lighting and saved levels in StrategyGame. #jira UE-36913 Change 3162466 on 2016/10/13 by Michael.Trepka By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking #jira UE-37088 Change 3162458 on 2016/10/13 by Keli.Hlodversson When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor) #jira UE-37292 Game does not exit when exited through SteamVR UI Change 3162421 on 2016/10/13 by Mitchell.Wilson Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content. #jira UE-36913 Change 3162420 on 2016/10/13 by Marc.Audy Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty #jira UE-37071 Change 3162406 on 2016/10/13 by Ben.Marsh Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees. #jira UE-37269 Change 3162382 on 2016/10/13 by Ben.Marsh UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings. Change 3162314 on 2016/10/13 by Ben.Marsh Add PhysX build job to 4.14 branch. Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt Ensure FBX scene import data object is not garbage collected during import #jira UE-35606 Change 3162270 on 2016/10/13 by Ben.Marsh UBT/Editor: Improved integration for Visual Studio "15". * Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use. * UBT reads this setting, and will generate project files for the preferred Visual Studio version if set. * Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode. * Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml. * Removed compiler argument from generated project files (this should now persist via INI files or XML config) * Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead) * Added support for enums in UBT XML configs * Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc... #jira UE-37176 #jira UE-36872 Change 3162236 on 2016/10/13 by Mike.Beach Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class. #jira UE-37224 Change 3162225 on 2016/10/13 by Alex.Delesky #jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list. Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com) Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds. #jira UE-37278 Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt Fix mac build #jira UE-36885 Change 3162025 on 2016/10/13 by Daniel.Wright Compile fix #jira UE-37246 Change 3162009 on 2016/10/13 by Daniel.Wright [Copy] Fixed movable lights getting assigned a shadowmap channel #jira UE-37246 Change 3161963 on 2016/10/13 by Jon.Nabozny Enable PrimaryActorTick.bCanEverTick in necessary Samples. The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo). #jira UE-36888 Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt Added guard and more logging for crash when reimporting textures #jira UE-37263 Change 3161865 on 2016/10/13 by mason.seay Making the name more user friendly for test asset #jira UE-29618 Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default - Made the keybindings setting a proper developer settings object #jira UE-36885 Change 3161854 on 2016/10/13 by Daniel.Wright [Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present #jira UE-37204 Change 3161743 on 2016/10/13 by Lauren.Ridge Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift #jira UE-37245 Change 3161694 on 2016/10/13 by Michael.Dupuis #jira UE-37001 Perform manual migration of UICurve to proper config category Change 3161689 on 2016/10/13 by Thomas.Sarkanen Fixed failing detachment automation test The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set. #jira UE-37160 - Detachment automation tests failing Change 3161685 on 2016/10/13 by mason.seay Test content for retargeting animation #jira UE-29618 Change 3161423 on 2016/10/13 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira UE-37119 Change 3161394 on 2016/10/13 by Mitchell.Wilson Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings. #jira UE-37256 Change 3161363 on 2016/10/13 by Jamie.Dale Fixing mangled English translations #jira UE-36128 Change 3161319 on 2016/10/13 by Benn.Gallagher Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances #jira UE-37254 Change 3161310 on 2016/10/13 by Martin.Wilson Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled #jira UE-35149 Change 3161303 on 2016/10/13 by Jurre.deBaare Crash when using merge actor on static meshes that have been affected by simplygon #fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data #jira UE-36880 Change 3161166 on 2016/10/13 by Jack.Porter Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps #jira UE-37131 Change 3161161 on 2016/10/13 by Thomas.Sarkanen Fixed override materials hanging around when setting skeletal meshes #jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are Change 3161160 on 2016/10/13 by Thomas.Sarkanen Fix crash changing preview skeletal mesh with bone selected Make sure to keep BonesOfInterest and the preview scene selected bone in sync. Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future. #jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash Change 3160882 on 2016/10/12 by Mike.Beach Mirroring CL 3158790 from Dev-BP Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation). #jira UE-37033 Change 3160863 on 2016/10/12 by Lauren.Ridge Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it #jira UE-35685 Change 3160855 on 2016/10/12 by Jeff.Campeau Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes. #jira UE-36909 Change 3160844 on 2016/10/12 by Marcus.Wassmer Duplicate PR #2855: Ansel plugin fixes (Contributed by adamnv) #jira UE-37162 Change 3160749 on 2016/10/12 by Daniel.Wright [Copy] Legacy lightmaps are renamed with the world that uses them. Fixes 'graph linked to external object' when renaming a map in the content browser. #jira UE-37231 Change 3160748 on 2016/10/12 by Daniel.Wright [Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser #jira UE-37231 Change 3160747 on 2016/10/12 by Daniel.Wright [Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them. #jira UE-37231 Change 3160727 on 2016/10/12 by Mitchell.Wilson Updating minimum iOS version to iOS 8 for all samples and templates #jira UE-37022 Change 3160655 on 2016/10/12 by Chad.Taylor Merging VR loading screen fixes from Dev-VR #jira UE-36741 Change 3160643 on 2016/10/12 by Keli.Hlodversson Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering. #jira UE-36440 Change 3160641 on 2016/10/12 by Mike.Beach Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle. #jira UE-37055 Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt Missed change from CL 3159889 #jira UE-35503 Change 3160518 on 2016/10/12 by Ryan.Gerleve Fix assert when adding a new sublevel. #jira UE-37148 Change 3160439 on 2016/10/12 by Ben.Marsh Fix support for Visual Studio "15" preview 5. #jira UE-37227 Change 3160363 on 2016/10/12 by Daniel.Lamb Fix for skip editor content flag being passed throught o UAT. #jira UE-37223 Change 3160277 on 2016/10/12 by Mieszko.Zielinski Manually recreated CL#3159909 #UE4 Original comment: --- Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4 Lack of those test has been reported licencees as source of some crashes #jira UE-37209 Change 3160120 on 2016/10/12 by Chris.Babcock Fix x86 and x86_64 libpng libraries for Android #jira UE-37192 #ue4 #android Change 3160080 on 2016/10/12 by Matthew.Griffin PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist) #jira UE-36945 Change 3160063 on 2016/10/12 by Gareth.Martin Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled #jira UE-36933 Change 3160045 on 2016/10/12 by Ryan.Gerleve Fix some issues with manipulating sublevels in the editor. #jira UE-36901, UE-36932 Change 3160044 on 2016/10/12 by Gareth.Martin Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize - This should fix the crash that caused it to be commented out #jira UE-37152 Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh #jira UE-36985 Change 3159965 on 2016/10/12 by Ben.Zeigler #jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager Change 3159957 on 2016/10/12 by Robert.Manuszewski Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread. #jira UE-35570, UE-35511, UE-35570, UE-35924 Change 3159921 on 2016/10/12 by Matthew.Griffin Duplicating CL#3153485 from Dev-Build Removed GUBP from Automation Tool Mono solution Change 3159919 on 2016/10/12 by Matthew.Griffin Duplicating CL#3150017 from Dev-Build Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game #jira UE-37112 Change 3159903 on 2016/10/12 by Ben.Zeigler #jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly. #jira UE-36814 Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt Fixed part of the details panel UI showing up when there is nothing in the details panel. This was causing crashes when clicking on those parts of the UI #jira UE-35503 Change 3159888 on 2016/10/12 by Ben.Zeigler #jira UE-36849 DataTable::LoadStructData allocating wrong size Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt Guard against crash in Fcanvas drawing #jira UE-36496 Change 3159886 on 2016/10/12 by Ben.Zeigler #jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved #jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it Fix it so pending kill component templates do not end up in import table, they will fail to import Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill. This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint Change 3159885 on 2016/10/12 by Matthew.Griffin Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build Including source for additional programs to Installed Build #jira UE-36668 #jira UE-37072 Change 3159853 on 2016/10/12 by Matthew.Griffin Duplicating CL#3148611 from Dev-Build Added list of Dependant modules to EULA check #jira UE-29432 Change 3159385 on 2016/10/11 by Nick.Shin make emscripten for physx use gMask like windows and xbox does emsdk doesn't like: union { U32 u; F32 f; } bla; it seems, floats are 64 bits on browsers... stream: release-4.14 #jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings Change 3159384 on 2016/10/11 by Nick.Shin manually submitting HTML5 PhysX libs recompiled to fix the NaN warnings stream: Release-4.14 #jira UE-36916 //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings Change 3159210 on 2016/10/11 by Ben.Marsh Set the default for the BRANCH_NAME macro to the escaped 4.14 branch. [CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UPhysicsAsset* PhysAsset = PreviewMeshComponent->GetPhysicsAsset();
if(PhysAsset)
{
PhysAsset->InvalidateAllPhysicsMeshes();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
PreviewMeshComponent->TermArticulated();
PreviewMeshComponent->InitArticulated(GetWorld()->GetPhysicsScene());
// Set to block all to enable tracing.
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
PreviewMeshComponent->SetCollisionProfileName(UCollisionProfile::BlockAll_ProfileName);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
Invalidate();
}
void FAnimationViewportClient::Draw(const FSceneView* View, FPrimitiveDrawInterface* PDI)
{
FEditorViewportClient::Draw(View, PDI);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if (PreviewMeshComponent->SkeletalMesh)
{
// Can't have both bones of interest and sockets of interest set
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
check( !(GetAnimPreviewScene()->GetSelectedBoneIndex() != INDEX_NONE && GetAnimPreviewScene()->GetSelectedSocket().IsValid() ) )
// if we have BonesOfInterest, draw sub set of the bones only
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (GetAnimPreviewScene()->GetSelectedBoneIndex() != INDEX_NONE)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
DrawMeshSubsetBones(PreviewMeshComponent, PreviewMeshComponent->BonesOfInterest, PDI);
}
// otherwise, if we display bones, display
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if ( GetBoneDrawMode() != EBoneDrawMode::None )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
DrawMeshBones(PreviewMeshComponent, PDI);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (PreviewMeshComponent->bDisplayRawAnimation )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
DrawMeshBonesUncompressedAnimation(PreviewMeshComponent, PDI);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (PreviewMeshComponent->NonRetargetedSpaceBases.Num() > 0 )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
DrawMeshBonesNonRetargetedAnimation(PreviewMeshComponent, PDI);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if(PreviewMeshComponent->bDisplayAdditiveBasePose )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
DrawMeshBonesAdditiveBasePose(PreviewMeshComponent, PDI);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if(PreviewMeshComponent->bDisplayBakedAnimation)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
DrawMeshBonesBakedAnimation(PreviewMeshComponent, PDI);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if(PreviewMeshComponent->bDisplaySourceAnimation)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
DrawMeshBonesSourceRawAnimation(PreviewMeshComponent, PDI);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
DrawWatchedPoses(PreviewMeshComponent, PDI);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3293188) #rb none #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3203880 on 2016/11/18 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3207429 on 2016/11/22 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285 Change 3252627 on 2017/01/10 by Lukasz.Furman removed duplicated entries from visual logger shape rendering #ue4 Change 3252675 on 2017/01/10 by Ori.Cohen Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3252686 on 2017/01/10 by Ori.Cohen Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3252833 on 2017/01/10 by Ori.Cohen Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3252887 on 2017/01/10 by Dan.Reynolds Increased modes to include: Harmonic minor Melodic minor (going up) Pentatonic (Major) Pentatonic (minor) Whole Tone Diminished (WH) and Blues Change 3252895 on 2017/01/10 by Aaron.McLeran update to music utilities. Change 3253060 on 2017/01/10 by Aaron.McLeran Updates to synthesis plugin and some new features to DSP objects Change 3253061 on 2017/01/10 by Aaron.McLeran Updates to music maps Change 3253078 on 2017/01/10 by Aaron.McLeran Removing pragma optimization code accidentally checked in Change 3253110 on 2017/01/10 by Ori.Cohen First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework)) Change 3253315 on 2017/01/10 by Aaron.McLeran Fixing a few bugs in DSP objects - Added a new types file EpicSynth1 and EpicSynth1 component can share enums Change 3253577 on 2017/01/11 by Aaron.McLeran Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map Change 3254052 on 2017/01/11 by Ori.Cohen Fix build. Change 3254059 on 2017/01/11 by Ori.Cohen Turn off html5 trying to build apex. Change 3254095 on 2017/01/11 by Ori.Cohen Fix build Change 3254200 on 2017/01/11 by Jon.Nabozny Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments. #JIRA UE-40469 Change 3254334 on 2017/01/11 by Marc.Audy Put in missing virtual Change 3254397 on 2017/01/11 by dan.reynolds Updates to OtonOkeMap Change 3254410 on 2017/01/11 by Marc.Audy Cleanup autos Change 3254420 on 2017/01/11 by Marc.Audy PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist) Modified somewhat, but based on what PR indicated as a problem. #jira UE-40369 Change 3254423 on 2017/01/11 by Marc.Audy Optimize GetDefaultSubobjectByName and GetDefaultSubobjects Remove autos Change 3254826 on 2017/01/11 by Aaron.McLeran Bringing optimizations to dev-framework Change 3254831 on 2017/01/11 by dan.reynolds Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets. Change 3254833 on 2017/01/11 by dan.reynolds Updating MidiSynthTestBP's default SynthPreset pan value. Change 3254851 on 2017/01/11 by dan.reynolds Updating ES1Bank_Bass Updating OtonOkeMap Change 3254854 on 2017/01/11 by Aaron.McLeran Some fixups for pan modulation Change 3255682 on 2017/01/12 by aaron.mcleran Turning the bass down a bit on OtonOkeMap Change 3255721 on 2017/01/12 by Marc.Audy Fix spelling error Change 3255790 on 2017/01/12 by Marc.Audy Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3256263 on 2017/01/12 by Ori.Cohen Refactor immediate mode api to take PxD6Joint and PxRigidActor instead. Change 3256288 on 2017/01/12 by Ori.Cohen Undo constraint refactor as we found a way around it and it made the code much harder to read/debug Change 3256360 on 2017/01/12 by Ori.Cohen Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene) Change 3256846 on 2017/01/13 by Marc.Audy Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead. Change 3256954 on 2017/01/13 by Marc.Audy Fix missed fixup of deprecated constructor use Change 3257167 on 2017/01/13 by Jon.Nabozny Fix check in FBodyInstance::SetCollisionEnabled. Create convenience methods for HasPhysics and HasQuery. #jira UE-39633 Change 3257181 on 2017/01/13 by Zak.Parrish Adding input map and some testing content to Xenakis Change 3257183 on 2017/01/13 by Mieszko.Zielinski Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4 Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius #jira UE-40368 Change 3257211 on 2017/01/13 by Jon.Nabozny Fix CIS issue caused by 3257167. Change 3257220 on 2017/01/13 by Marc.Audy Additional FBox constructor deprecation fixups Change 3257236 on 2017/01/13 by zak.parrish Fixed error on Xenakis input pawn Change 3257242 on 2017/01/13 by zak.parrish Update to InputListener Change 3257273 on 2017/01/13 by Marc.Audy No reason to pass simple types by reference Change 3257418 on 2017/01/13 by Ori.Cohen Attempt to turn android physx libs back to static libs. Change 3257445 on 2017/01/13 by Ori.Cohen Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib Change 3257903 on 2017/01/14 by Aaron.McLeran Additions to synth module and updates to dsp objects - Adding ability to create arbitrary modular patches from modulating sources to modulation destinations - DSP objects define their default depths but patches can override - Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets - Adding a preset bank type so we can store a bank of presets (aka factory presets) Change 3258179 on 2017/01/15 by Seth.Weedin Duplicating input test map for some FX work Change 3258181 on 2017/01/15 by Seth.Weedin Modify skybox in test map to be dark and spooky Change 3258183 on 2017/01/15 by aaron.johnson substituted classes, changed wind speed and adjusted level lighting Change 3258190 on 2017/01/15 by aaron.johnson substituted triplet pawn and motion controller classes, enabled grabbing animations Change 3258191 on 2017/01/15 by Aaron.McLeran Getting source effects working for GDC demo - Added new synthesis editor module to create instances of user-created source effects - Added code to do source effects - Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings. - Tweaks and fixes to existing dsp objects to get source effects working - Modified existing engine code to allow for playing out source effect tails - Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future. - Fixed issue of pitching with stereo delay effect on setting first interpolated param - Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module - Deleting some cruft files no longer needed Change 3258201 on 2017/01/15 by Seth.Weedin C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none Change 3258206 on 2017/01/15 by aaron.johnson map push, triplets interface created, debug widget placed in level Change 3258222 on 2017/01/15 by Aaron.McLeran Fixing crash when there's a null entry in the source effect chain Fixed some zippering introduced by applying volume twice. Change 3258225 on 2017/01/15 by aaron.johnson Interface changes, pawn output values wip Change 3258228 on 2017/01/15 by aaron.johnson Pawn should be outputting all correct values for Tripletsinterface Change 3258242 on 2017/01/15 by Stanley.Hayes Edge lights and Spherical Density Materials Change 3258251 on 2017/01/16 by Seth.Weedin More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none Change 3258284 on 2017/01/16 by Aaron.McLeran Fixing CIS build error Surprised that MSVC allows that... Change 3258525 on 2017/01/16 by Mieszko.Zielinski Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4 Change 3258537 on 2017/01/16 by Lukasz.Furman fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component #ue4 Change 3258595 on 2017/01/16 by Marc.Audy Fix static analysis warning Change 3259364 on 2017/01/16 by Mieszko.Zielinski BTTask_RotateToFaceBBEntry comment spelling fix #UE4 #jira UE-40669 Change 3259683 on 2017/01/16 by dan.reynolds Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started Change 3260244 on 2017/01/17 by Lina.Halper #anim - optimize layer blend node to not create mask weights in run-time but in compile time. #code review: Martin.Wilson Change 3260617 on 2017/01/17 by Ori.Cohen Immediate mode spawns its own actors. Change 3260701 on 2017/01/17 by Ori.Cohen Don't bother blending physics with animation when physics is QueryOnly Change 3260796 on 2017/01/17 by Ori.Cohen EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll. Change 3261207 on 2017/01/17 by Ori.Cohen First iteration of contact enabling/disabling for immediate mode. Change 3262010 on 2017/01/18 by Marc.Audy Remove some autos Change 3262525 on 2017/01/18 by Lina.Halper Fix crash with required bones index not using property indexing #jira: UE-40786 Change 3263658 on 2017/01/19 by Martin.Wilson Add AnimTechDemo to dev-framework (base third person + feng mao) Change 3263684 on 2017/01/19 by Lina.Halper #anim : layer node - fix allocation change I made by mistake Change 3264523 on 2017/01/19 by Ori.Cohen Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order Change 3264701 on 2017/01/19 by Ori.Cohen Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors Change 3264980 on 2017/01/19 by Ori.Cohen Make sure physics asset collision disabled works in immediate mode. Change 3265011 on 2017/01/19 by Ori.Cohen Added the ability to override physics asset for immediate mode Change 3265030 on 2017/01/19 by Ori.Cohen Added override gravity for immediate mode. Change 3265650 on 2017/01/20 by Benn.Gallagher NvCloth Source Change 3265652 on 2017/01/20 by Benn.Gallagher NvCloth Lib #rnx Change 3265653 on 2017/01/20 by Benn.Gallagher NvCloth Bin #rnx Change 3266195 on 2017/01/20 by Danny.Bouimad Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth) Change 3266377 on 2017/01/20 by Marc.Audy Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes. Change 3267873 on 2017/01/23 by Jon.Nabozny Fix SceneProxy shadowing in UGeometryCacheComponent. Change 3268025 on 2017/01/23 by Benn.Gallagher IWYU change, platform PCH generation seemed to hide this one. Change 3268026 on 2017/01/23 by Benn.Gallagher Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block #rnx Change 3268630 on 2017/01/23 by Zak.Parrish Updating to add MIGS shooter content, as well as audio interaction Blueprints Change 3268663 on 2017/01/23 by Ori.Cohen Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference. Change 3268811 on 2017/01/23 by Ori.Cohen Added component space sim for immediate mode Change 3269369 on 2017/01/24 by Benn.Gallagher Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework) Replaced clothing with new simulation framework Change 3269417 on 2017/01/24 by danny.bouimad Minor Update to cloth map for test Change 3269420 on 2017/01/24 by Benn.Gallagher Removed APEX simulation from clothing framework (used in testing, not fully complete) Change 3269421 on 2017/01/24 by danny.bouimad Small tweaks Change 3269515 on 2017/01/24 by Lukasz.Furman enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes fixed GameplayAbility debugger's category not using IAbilitySystemInterface #ue4 Change 3269595 on 2017/01/24 by mason.seay Break apart physics asset for crash bug Change 3269819 on 2017/01/24 by Ori.Cohen Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver. Change 3270364 on 2017/01/24 by Josh.Stoddard upgrade to the latest version of v-HACD: https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib commit: 7a09f9d NOTE: only updated windows binaries mac and linux still using old binaries until they can be tested #jira UE-40124 #rb josh.stoddard Change 3271188 on 2017/01/25 by Jurre.deBaare Post-import script support #jira UEFW-80 Change 3271249 on 2017/01/25 by Thomas.Sarkanen Move soundwave-internal curve tables to advanced display Exposing it was confusing to audio people Change 3271586 on 2017/01/25 by Marc.Audy Don't rerun construction scripts twice on a level that has been hidden and reshown #jira UE-40306 Change 3272048 on 2017/01/25 by Ori.Cohen Fix for immediate mode sim when root body is the same as the root bone. Change 3272083 on 2017/01/25 by Ori.Cohen Make sure to warn when component space sim and collision are used together. Also handle it gracefully. Change 3272300 on 2017/01/25 by Ori.Cohen Fix incorrect collision generation when a shape's local pose is not identity. Change 3273195 on 2017/01/26 by Jurre.deBaare Fix for Anim import script crash in GetBonePosesForTime Change 3273204 on 2017/01/26 by Ben.Marsh Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool. Change 3273378 on 2017/01/26 by James.Golding In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed Change 3273381 on 2017/01/26 by James.Golding Big refactor to PoseDriver - RBF logic now moved into its own class/file - Allow editing of transform and radial scaling per-target - Add support for different falloff functions (not just Gaussian) - Allow driving curves directly, rather than always poses - Add details customization for pose driver node - Edits to PoseDriver settings now take immediate effect, don't need to recompile Change 3273826 on 2017/01/26 by Josh.Stoddard modify VHACD to improve quality of hulls generated by convex decomposition NOTE: mac libs not included - mac editor will use legacy libs for now Change 3273902 on 2017/01/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433 Change 3274018 on 2017/01/26 by Ori.Cohen Added immediate physics preview in phat. Change 3274165 on 2017/01/26 by Ori.Cohen PhAT now depends on immediate mode plugin. Fix build #JIRA UE-41179 Change 3275001 on 2017/01/27 by Jurre.deBaare Fix for crash in Persona with Anim Modifiers Change 3275297 on 2017/01/27 by Ori.Cohen Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision) Change 3275340 on 2017/01/27 by Benn.Gallagher Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy #jira UE-41025 #jira UE-41039 Change 3275383 on 2017/01/27 by Benn.Gallagher Blacklisted double promotion warning on ps4 NvCloth build #rnx Change 3275426 on 2017/01/27 by Benn.Gallagher Removed CUDA dependencies from NvCloth cmake files Change 3275670 on 2017/01/27 by Ori.Cohen Fix phat ragdoll in immediate mode updating sketal mesh component transform Change 3275673 on 2017/01/27 by Ori.Cohen Add position/velocity iteration to immediate mode Change 3276001 on 2017/01/27 by Alan.Noon Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini none Change 3276596 on 2017/01/28 by Aaron.McLeran Removing unused #ifdef Change 3276597 on 2017/01/28 by Aaron.McLeran Getting rid of static analysis warning Change 3277354 on 2017/01/30 by Lukasz.Furman fixed custom navlink Id collisions #ue4 Change 3277356 on 2017/01/30 by Lukasz.Furman fixed comments in GameplayDebugger.h #jira UE-41103 Change 3277371 on 2017/01/30 by mason.seay Test map for spawn sound/force feedback bug. Change 3277445 on 2017/01/30 by Lukasz.Furman fixed compilation warning #ue4 Change 3277560 on 2017/01/30 by Danny.Bouimad Made checkin to Fix Crash that occured due to bad content. Change 3277567 on 2017/01/30 by Ori.Cohen Fix immediate mode crashing when joint is empty. #JIRA UE-41026 Change 3277928 on 2017/01/30 by Ori.Cohen Turn on immediate mode plugin by default Change 3278433 on 2017/01/30 by Ori.Cohen Immediate mode supports heightfield collision. Change 3278449 on 2017/01/30 by Ori.Cohen Fix immediate mode cache not being initialized properly. Change 3278787 on 2017/01/31 by James.Golding Fix CIS error in ImmediatePhysicsSimulation.cpp Change 3279303 on 2017/01/31 by mason.seay Assets for RigidBody node bug Change 3279352 on 2017/01/31 by Benn.Gallagher Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before Change 3279377 on 2017/01/31 by Alan.Noon GDC AnimTech Demo: adjusted minion physics assets none Change 3279425 on 2017/01/31 by james.cobbett Updating QA-Physics map. Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now. Change 3279436 on 2017/01/31 by Benn.Gallagher Fixed inertia scales on Owen mesh Change 3279480 on 2017/01/31 by Benn.Gallagher Fixes for clothing behavior changes #jira UE-41092 Change 3279495 on 2017/01/31 by Ori.Cohen Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision. Change 3279579 on 2017/01/31 by james.cobbett Added new scenario to QA-Physics map. Moving platforms (up/down, left/right) with physics objects on them. Change 3279695 on 2017/01/31 by mason.seay RigidBody node test asset Change 3280105 on 2017/01/31 by Ori.Cohen Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode Change 3280148 on 2017/01/31 by mason.seay First round of assets for force feedback testing Change 3280860 on 2017/02/01 by James.Golding Merge CL 3280853 to Dev-Framework Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor Change 3281172 on 2017/02/01 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156 Change 3281210 on 2017/02/01 by james.cobbett Updated QA-Physics map Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube. Change 3281211 on 2017/02/01 by James.Golding Details customization for editing PoseDriver targets list Change 3281332 on 2017/02/01 by Marc.Audy Fix bad merge Fix file types Change 3281388 on 2017/02/01 by mason.seay Updated Force Feedback asset Change 3281396 on 2017/02/01 by mason.seay moving asset Change 3281987 on 2017/02/01 by Benn.Gallagher Fixed project generation failing after main merge Change 3282047 on 2017/02/01 by Marc.Audy Fix up Target and build cs files after changes from Dev-Build Change 3282214 on 2017/02/01 by Ori.Cohen Expose radial forces to immediate mode Change 3282221 on 2017/02/01 by Alan.Noon Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters none Change 3282273 on 2017/02/01 by Ori.Cohen Fix crash when recompiling animbp of immediate mode due to null pointer. Change 3282368 on 2017/02/01 by Ori.Cohen Quick iteration on minion demo Change 3282824 on 2017/02/02 by James.Golding Fix for CIS in RBFSolver.h Change 3282829 on 2017/02/02 by James.Golding Fix CIS in PoseDriverDetails.cpp Fix list UI not refreshing after copying targets from PoseAsset Change 3282834 on 2017/02/02 by Danny.Bouimad Adding Pose driver additive assets Change 3282863 on 2017/02/02 by James.Golding Add Mambo mesh and Skeleton Change 3282892 on 2017/02/02 by James.Golding Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework Change 3283157 on 2017/02/02 by Mieszko.Zielinski Cook Orion Win64 fix #UE4 Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP Change 3283159 on 2017/02/02 by Marc.Audy Additional CIS fixes Change 3283179 on 2017/02/02 by Marc.Audy More CIS fixes Change 3283197 on 2017/02/02 by Jurre.deBaare Fix for issues importing Fornite geometry cache assets #fix Use actual import number of frames instead of total number of frames in the Alembic Cache Change 3283201 on 2017/02/02 by Marc.Audy Keep fixing CIS Change 3283270 on 2017/02/02 by James.Golding Merging CL 3276013 to Dev-Framework - fix issue with additive pose preview applying twice Change 3283499 on 2017/02/02 by Marc.Audy More CIS fixes Change 3283543 on 2017/02/02 by Jon.Nabozny Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation. Change 3283663 on 2017/02/02 by Ori.Cohen Fix potential null dereference in ragdoll node Change 3283757 on 2017/02/02 by Marc.Audy May fix remaining CIS issues Change 3283984 on 2017/02/02 by Marc.Audy Fix linux CIS Change 3284039 on 2017/02/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913 Change 3284067 on 2017/02/02 by Marc.Audy Fixup mistakes in converting redirects Change 3284187 on 2017/02/02 by Ori.Cohen Immediate mode works with radial force (not just radial impulse) Change 3284358 on 2017/02/02 by Ori.Cohen Update arcblade phys asset for immediate mode Change 3284667 on 2017/02/02 by Marc.Audy Arguments is an array not a string now. Fixing commented out code. Change 3284684 on 2017/02/02 by Marc.Audy Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro. Change 3284707 on 2017/02/02 by Marc.Audy Fix AVIWriter module compilation on Mac Change 3285012 on 2017/02/03 by Benn.Gallagher Fixes for Dx NvCloth shader warnings Change 3285016 on 2017/02/03 by Marc.Audy Fix missing include Change 3285048 on 2017/02/03 by Benn.Gallagher Fixed Persona needing a restart when changing number of clothing assets (import/delete) #jira UE-41323 Change 3285325 on 2017/02/03 by Marc.Audy Properly implement AVIWriter module Change 3285538 on 2017/02/03 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499 Change 3285735 on 2017/02/03 by Jon.Nabozny Add IsInAir method to UVehicleWheel. #jira UE-38369 Change 3285862 on 2017/02/03 by Aaron.McLeran UE-41435 Fixing PIE audio - Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE. Change 3285914 on 2017/02/03 by danny.bouimad RecomputeTangents Test Assets Change 3286246 on 2017/02/03 by Mieszko.Zielinski Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4 #jira UE-41527 #jira UE-41518 Change 3286308 on 2017/02/03 by Ori.Cohen Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin. #JIRA UE-41529 Change 3286396 on 2017/02/03 by Ori.Cohen Fix CIS Change 3286479 on 2017/02/03 by Ori.Cohen Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework) Change 3287421 on 2017/02/06 by James.Golding Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819 Change 3287427 on 2017/02/06 by James.Golding Fix PoseBlendNode to 'pass through' if no poses are activated Change 3287430 on 2017/02/06 by James.Golding - Add support to PoseDriver for evaluating source bone in the space of a different bone - Fix driven bone adding a scale of 1 - Fix posedriver values 'sticking' (reset all weights to zero each frame) - Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor) - Tranlsation targets now draw larger when selected - 'Copy from pose asset' now also auto-sets radius for you - Remove spammy warnings for missing poses/curves - Add UPoseAsset::GetNumTracks and ::GetFullPose - Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose - Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0) Change 3287496 on 2017/02/06 by Chad.Garyet fixing busted quotes around defaultvalues Change 3287569 on 2017/02/06 by Mieszko.Zielinski Orion BP fixed after deprecating NavigationSystem's BP API #Orion Change 3287595 on 2017/02/06 by Benn.Gallagher BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs. Built for new NvCloth upgrade Change 3287598 on 2017/02/06 by Benn.Gallagher NvCloth Upgrade to 21604115 Added Linux+Mac support Change 3287710 on 2017/02/06 by Lukasz.Furman added option to disable navlink polys at the end of generated paths #ue4 Change 3287857 on 2017/02/06 by Benn.Gallagher Fixed NvCloth module files to correctly set up linux and mac hopefully Change 3287894 on 2017/02/06 by Benn.Gallagher Another fix to NvCloth build files, didn't get picked up in VS for some reason. Change 3287917 on 2017/02/06 by Lina.Halper Copy from CharacterRigging to Dev-Framework #code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham Change 3287938 on 2017/02/06 by Thomas.Sarkanen Fix crash opening a media sound wave #jira UE-41582 - Editor crashes when running Automation test Change 3287942 on 2017/02/06 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682 Change 3288035 on 2017/02/06 by James.Golding Remove C++ GameMode and pawn classes (replace with floating BP instead) Resave anims to remove Orion refs Add simple AnimBP and map for Mambo testing Change 3288036 on 2017/02/06 by Benn.Gallagher Fix to BuildPhysX task to trigger Mac and Linux builds properly Change 3288125 on 2017/02/06 by Ori.Cohen Change PhysXCommon back to dylib Change 3288127 on 2017/02/06 by Benn.Gallagher Fixed project file identification not working for NvCloth under XCode Change 3288156 on 2017/02/06 by Benn.Gallagher Disable "expansion-to-defined" warning in Linux NvCloth builds Change 3288159 on 2017/02/06 by Lina.Halper potential compile fix for Ocean Editor #code review:Thomas.Sarkanen Change 3288190 on 2017/02/06 by Ori.Cohen Link against static PhysXCommon for mac Change 3288200 on 2017/02/06 by Marc.Audy Fix CIS Change 3288270 on 2017/02/06 by Lina.Halper fix compile error #code review:Thomas.Sarkanen, Marc.Audy Change 3288302 on 2017/02/06 by Thomas.Sarkanen Fixed ensure when deselecting bones in anim BP editor #jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint Change 3288348 on 2017/02/06 by Lina.Halper - Enabled control rig - Changed plugin name to be Control Rig Change 3288490 on 2017/02/06 by Benn.Gallagher Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running. Change 3288511 on 2017/02/06 by Lina.Halper compile fix Change 3288513 on 2017/02/06 by Lina.Halper Check in content to work with Change 3288615 on 2017/02/06 by Ori.Cohen Fix skeletal mesh not simulating when using an aggregate. #JIRA UE-41593 Change 3288791 on 2017/02/06 by thomas.sarkanen Exposed transforms to cinematics so they can be animated Change 3288795 on 2017/02/06 by Ori.Cohen Fix lock warnings for physx #JIRA UE-41591 Change 3288817 on 2017/02/06 by Charles.Anderson GDC Arcblade setup tests. Change 3288825 on 2017/02/06 by Lina.Halper Fix build issue of shadow variable Change 3289058 on 2017/02/06 by Ori.Cohen Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution. #JIRA UE-41026 Change 3289348 on 2017/02/06 by Lina.Halper fix compile issue Change 3289369 on 2017/02/06 by Lina.Halper Renamed leg control to limb control and will be used for arm/feet. - changed vars. - has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman. #code review:Thomas.Sakanen Change 3289422 on 2017/02/06 by Lina.Halper Fixed IK sinking issue - or moving #code review:Thomas.Sarkanen Change 3289433 on 2017/02/06 by Lina.Halper Fixed real shadow error Change 3289485 on 2017/02/06 by Lina.Halper fixed build issue Change 3289657 on 2017/02/07 by thomas.sarkanen Added rig bone mapping to Ice's skeletal mesh Change 3289658 on 2017/02/07 by thomas.sarkanen Added ControlRig map with Ice setup to pose Change 3289662 on 2017/02/07 by Thomas.Sarkanen Fixed up static analysis warning Change 3289663 on 2017/02/07 by Thomas.Sarkanen Fixed crash when attempting to bind to skeletal mesh with already-set anim BP Anim instance may not have actually been created when binding, so dont dereference it Change 3289717 on 2017/02/07 by Benn.Gallagher Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory Change 3289718 on 2017/02/07 by Benn.Gallagher BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs. Change 3289744 on 2017/02/07 by Benn.Gallagher Fixed missing masses causing crash initialising clothing actors #jira UE-41599 Change 3289746 on 2017/02/07 by Danny.Bouimad Adding Some Content for JamesG he wanted some nicer looking Pose driver test files. Change 3289756 on 2017/02/07 by danny.bouimad Changing the asset for JamesG. Change 3289785 on 2017/02/07 by James.Golding Replace old PoseDrive test with Danny's new one Change 3289858 on 2017/02/07 by Lina.Halper fixed issue with undo transaction buffer Change 3289860 on 2017/02/07 by Benn.Gallagher Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg #jira UE-41655 Change 3289912 on 2017/02/07 by Thomas.Sarkanen Merging using Raven_To_Dev-Framework Originally from CLs 3249471, 3258522, 3260271, 3273791: Sequencer: More work supporting array properties more generically + fixes Change 3289962 on 2017/02/07 by James.Golding Add thickness option to DrawWireDiamond Change 3289963 on 2017/02/07 by James.Golding Add spin option to VectorInputBox Change 3289966 on 2017/02/07 by James.Golding Add weight bar chart to PoseDriver details Stop drawing pose weight text in viewport Fix position targets not drawing larger when selected Change 3290094 on 2017/02/07 by Thomas.Sarkanen Fixed typo in filename (fallout from search and replace) Change 3290119 on 2017/02/07 by Thomas.Sarkanen Manipulators can now have their IK/FK space set on them They are not drawn when the space for the chain that they control is not the same as their setting Also fixed a crash with invalid objects when reloading maps. Change 3290145 on 2017/02/07 by Thomas.Sarkanen CIS fix for fallout from Raven changes #jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors Change 3290319 on 2017/02/07 by Marc.Audy Make sound player nodes hard reference the assets unless they are in a chain below a quality node. Change 3290484 on 2017/02/07 by Richard.Hinckley Fixing grammar in popup messages. Change 3290533 on 2017/02/07 by Marc.Audy Make GetAIController BlueprintPure #jira UE-41654 Change 3290624 on 2017/02/07 by Marc.Audy Reorder header to avoid include tool warnings Change 3290697 on 2017/02/07 by Lina.Halper - support FK manipulator being in local space - fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum #code review: Thomas.Sarkanen Change 3290748 on 2017/02/07 by Ori.Cohen Touch immediate mode file to force physx re-link Change 3290807 on 2017/02/07 by Richard.Hinckley #jira UE-39891 Updates to assist in automatic documentation generation. Change 3290946 on 2017/02/07 by Lina.Halper Fix issue of notify looping. #jira: UE-31463 #Code review:Martin.Wilson Change 3291553 on 2017/02/07 by Lina.Halper Rename/move file(s) - modified mesh mapping controller window to be Control Rig Change 3291571 on 2017/02/07 by Lina.Halper added set up spine option #code review:Thomas.Sarkanen Change 3291581 on 2017/02/07 by Ori.Cohen Temporarily turn off phat immediate mode preview which crashes. Change 3291949 on 2017/02/08 by James.Golding Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819 Change 3291966 on 2017/02/08 by Lina.Halper Fix issue with notify looping bug #jira: UE-31463 Change 3292247 on 2017/02/08 by Marc.Audy Clean up bad merge caused by Fortnite integration to main Change 3292326 on 2017/02/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313 Change 3292409 on 2017/02/08 by Marc.Audy Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong. Change 3292481 on 2017/02/08 by Ori.Cohen Fix for convex hull cooking (from Josh.S) #JIRA UE-41656 Change 3292492 on 2017/02/08 by Mieszko.Zielinski Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite Change 3292778 on 2017/02/08 by Ori.Cohen Touch physx DDC key for new cooking. #JIRA UE-41656 [CL 3293329 by Marc Audy in Main branch]
2017-02-08 17:53:41 -05:00
PreviewMeshComponent->DebugDrawClothing(PDI);
// Display socket hit points
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (PreviewMeshComponent->bDrawSockets )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (PreviewMeshComponent->bSkeletonSocketsVisible && PreviewMeshComponent->SkeletalMesh->Skeleton )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
DrawSockets(PreviewMeshComponent, PreviewMeshComponent->SkeletalMesh->Skeleton->Sockets, FSelectedSocketInfo(), PDI, true);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if ( PreviewMeshComponent->bMeshSocketsVisible )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
DrawSockets(PreviewMeshComponent, PreviewMeshComponent->SkeletalMesh->GetMeshOnlySocketList(), FSelectedSocketInfo(), PDI, false);
}
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (bFocusOnDraw)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
bFocusOnDraw = false;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
FocusViewportOnPreviewMesh(bFocusUsingCustomCamera);
}
}
void FAnimationViewportClient::DrawCanvas( FViewport& InViewport, FSceneView& View, FCanvas& Canvas )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FEditorViewportClient::DrawCanvas(InViewport, View, Canvas);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if (PreviewMeshComponent != nullptr)
{
// Display bone names
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (PreviewMeshComponent->bShowBoneNames)
{
ShowBoneNames(&Canvas, &View);
}
// Display info
if (IsShowingMeshStats())
{
DisplayInfo(&Canvas, &View, IsDetailedMeshStats());
}
Copying //UE4/Dev-Framework to //UE4/Main @ 2775446 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2720537 on 2015/10/07 by Aaron.McLeran Audio Optimization: Implementing an audio update delta time so audio isn't updated with every engine tick Change 2746582 on 2015/10/29 by Aaron.McLeran Implementing single ray-cast sound occlusion - Fixing/Implementing sound occlusion using one ray cast - Update rate of the ray cast is conifgurable by the user - User can enabled/disable occlusion and set various properties of the occlusion at the audio component level - Occlusion ray-casts are made at a slower rate than the audio engine is updated - The following properties are supported: * LowPassFilterFrequency (the LPF cutoff frequency of the per-voice filter to apply if a sound is occluded) * OcclusionVolumeAttenuation (the volume attenuation to apply to sounds that are occluded) * OcclusionInterpolationTime (how fast a sound moves from occluded to unoccluded... allows user-defined interpolation times, avoids fast parameter setting for smoother transitions) - Fixed how low-pass filter frequency is applied on platforms that support it. * Changed the older HighFrequencyGain parameter to a more understandable and correct LowPassFilterFrequency parameter * Updated the parameter for the various other features that use per-voice LPF (e.g. audio volumes, distance-based filtering) * Added backward-compatibility code to take old HighFrequencyGain params to new LowPassFilterFrequency params. * At the lowest level, there is only one filter which is applied to a sound, but the parameter that has the lowest cutoff frequency is the one used * Fixed how the parameter is applied at the lower-level in XAudio2 and CoreAudio. The old parameter was incorrectly applied. * XAudio2 documentation on the low-pass-fitler frequency cutoff param is confirmed incorrect through testing. #rb zak.middleton Change 2765174 on 2015/11/12 by Aaron.McLeran UE-23091 More fixage for NaN audio log spam Last checkin for this (CL 2760896) was fixing a legit issue but there was still an issue that I was rarely catching during the FN gate encounter in AITestbed after about 5 min of gate defense. To track down, I added a lot more logging and asserts on NaN numbers in the audio code, enabled ENABLE_NAN_DIAGNOSTIC in UnrealMathUtility.h. - Was able to trace another cause of the NaNs in audio to 2 uninitialized variables in SoundAttenuationSettings struct: OmniRadius and StereoSpread. - Zak M suggested the change of the const ref position vector in ListenerPosition and the usage of GetSafeNormal() in Audio.cpp since the value returned by GetLocation() is a temporary and Normalize() is unsafe. - I removed the flag for the XAudio2 call to compute doppler since we don't use that value and it could've been as source of more NaNs in X3DAudioCalculate #codereview Zak.Middleton #rb Zak.Middleton Change 2765467 on 2015/11/13 by James.Golding - Allow -ms option to work with 'stat dumphitches' for controlling min time logged #rb gil.gribb Change 2765746 on 2015/11/13 by Benn.Gallagher Added buckets for update rate shift tags (for staggering anim updates) #jira UE-23213 #rb Bruce.Nesbit Change 2765747 on 2015/11/13 by Benn.Gallagher Fixes for bone length calculation in anim dynamics chains. #rb Bruce.Nesbit Change 2765749 on 2015/11/13 by Benn.Gallagher Removed allocations from local CS blends for skeletal controls. #rb Bruce.Nesbit Change 2765752 on 2015/11/13 by Benn.Gallagher Lod mapping support for URO customization #jira UE-23211 #rb Bruce.Nesbit Change 2765965 on 2015/11/13 by Marc.Audy Remove outdated code in LoadMap previously used for matching up downloaded packages from servers. These code paths no longer operate, but in the case where a PIE client was connecting to a non-PIE server (not really supported, but possible), it would cause the Editor Level package to be flagged as as PIE package and cause a crash on exit of PIE #jira UE-21181 #rb Josh.Markiewicz Change 2766071 on 2015/11/13 by Mieszko.Zielinski Fixed dumb mistake in AEQSTestingPawn::PostLoad #UE4 the 'bTickDuringGame == bTickDuringGame' thing #rb John.Abercrombie Change 2766086 on 2015/11/13 by Mieszko.Zielinski Exposing NavModifierComponent to ENGINE_API #UE4 #codereview Lukasz.Furman Change 2766345 on 2015/11/13 by Mieszko.Zielinski No longer compiling AISystem's creation out from client builds #UE4 Instead AISystem's instantiation on clients is configurable via UAISystemBase::bInstantiateAISystemOnClient config variable Change 2766346 on 2015/11/13 by Mieszko.Zielinski Improvements to EQS test scoring function preview #UE4 #rb Lukasz.Furman Change 2766528 on 2015/11/13 by Stan.Melax multiple materials/chunks on a single cloth sim mesh This supposedly used to work in 4.7 but broke for 4.8 It looks like previous change 2493547 may have introduced the condition statement that makes multiple materials not include all of there verts. Changing this to instead check for the bounds on the skinningmap instead of the NumRealSimVerts which doesn't look like it takes the offset into consideration. jira: #UE-23300 https://jira.ol.epicgames.net/browse/UE-23300 https://answers.unrealengine.com/questions/287833/apex-not-working-on-multiple-materials-since-48.html Double tested code change with test asset from https://jira.ol.epicgames.net/browse/UE-10674 #rb Benn.Gallagher Change 2766546 on 2015/11/13 by Marc.Audy Throw warning for orphaned looping sounds caused by a looping sound node Don't do somewhat expensive (due to weak pointer) orphaned sound checks in test or shipping #rb Aaron.McLeran Change 2766917 on 2015/11/14 by Jurre.deBaare Fix UE4-23349 Simplygon doens't support sub 64 pixel textures Change 2767742 on 2015/11/16 by Marc.Audy Restructure SignificanceManager to store significance manager references in a FGCObject Module class instead of using a singleton. Improve performance by eliminating StaticFindObjectFast calls in ::Get and force inlining Get calls #rb Zak.Middleton, Rob.Manuszewski Change 2767827 on 2015/11/16 by Zak.Middleton #ue4 - Perf: avoid SmoothClientPosition() calls once the target mesh offset has been reached. - New flag bNetworkSmoothingComplete indicates whether smoothing has reached the destination. This is set to false when a new network position is received. - Also fixes trying to smooth rotation towards identity rotation before receiving network updates. - Deprecated FNetworkPredictionData_Client_Character::CurrentSmoothTime in favor of saving last update time, to prevent needing to update time every tick (since we skip updates now). #rb Dan.Youhon Change 2768070 on 2015/11/16 by Marc.Audy Change StaticDuplicateObject and DuplicateObject to take FName instead of char* (existing usages can automatically convert to FName so no backwards compatibility issues) Fixup usages to avoid unnecessary string -> char* -> name conversions Change AActor::CreateComponentFromTemplate to take an FName instead of FString, deprecated FString version #rb Gil.Gribb Change 2768121 on 2015/11/16 by Marc.Audy Forceinline GetFName Change 2768161 on 2015/11/16 by Aaron.McLeran Checking occlusion back in - Bug was due to improper interpolation of LPFFrequency values in audio volumes. Change 2769428 on 2015/11/17 by Thomas.Sarkanen Fixed backwards-compatibility issues with FExposedValueCopyRecord Added PostSerialize function to patch up older data to the new format (copies properties->property FNames). Made sure to zero FExposedValueCopyRecord in its constructor, prevents uninitialized variable issues when generating CRCs. This is necessary despite these members being UPROPERTYs because they are simply built on the stack then stuffed into the new CDO during compilation. UE-23268 - EDITOR CRASH: Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) #rb James.Golding #codereview Mike.Beach,Bob.Tellez Change 2769488 on 2015/11/17 by Benn.Gallagher DrawCanvas and debug string support for skeletal controls - accessed using "Skeletal Controls" option in Show->Display Info in Persona #rb Martin.Wilson Change 2769545 on 2015/11/17 by Benn.Gallagher Added space conversion options to copy bone node. #jira OR-9430 #rb Martin.Wilson Change 2770228 on 2015/11/17 by Marc.Audy Fix cause of assert firing when detaching if AttachTo(AttachParent) returns false #rb Ori.Cohen #jira UE-23366 Change 2770489 on 2015/11/17 by Marc.Audy Make ::Serialize WITH_EDITORONLY_DATA since it did nothing otherwise Change 2770761 on 2015/11/17 by Aaron.McLeran Removing optimization disablement - Forgot to remove these lines before checking in/testing. Change 2771375 on 2015/11/18 by Thomas.Sarkanen Added initialzation of internal state machine desc ptrs to (finally) remove random crashes when using sub-state machines #rb Benn.Gallagher Change 2771697 on 2015/11/18 by Jeff.Farris Sensible defaults for APlayerController::ClientPlayCameraAnim and ClientPlayCameraShake #rb marc.audy Change 2771755 on 2015/11/18 by Marc.Audy Put back in the recursion block for destroy actor #rb James.Golding Change 2772217 on 2015/11/18 by Marc.Audy Update axis inversion to work the same way as sensitivity instead of old problematic way Also change to use Reset instead of Empty(Array.Num()) #rb Jeff.Farris Change 2772686 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization coordinate bug. Don't need to convert to xaudio2 coordinates for HRTF spatialization #rb chad.taylor Change 2772766 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization with xaudio2 voice pools - Issue was caused by 2 issues: - effect chains weren't properly clearing their state between uses (SetEffectChain(nullptr) releases the effect for use with other voices) - Not re-setting MaxEffectChainChannels = 0 in CreateSource() was causing re-used SoundSources to release their XAudio2 voices to the wrong pool. #rb chad.taylor Change 2773027 on 2015/11/19 by Thomas.Sarkanen PR #1765: Git Plugin can find the git.exe binary installed on the Local AppData user directory (Contributed by SRombauts) #rb Thomas.Sarkanen Change 2773142 on 2015/11/19 by Benn.Gallagher Optimized SafeSetCSBoneTransforms, no longer doing 2 iterations over the whole pose. - Only iterating beyond the index of the first bone transform, cutting off all bones before - No longer using a bone mask the size of the skeleton, just an array of interesting nodes - No longer attempting to convert a transform if it isn't necessary (which was happening a lot) #rb Laurent.Delayen Change 2773212 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Removing ugly comment. Not going to remove the node itself for backward compatibility. Change 2773351 on 2015/11/19 by Zak.Middleton #orion - Make sure we don't skip a final visual update when character mesh interpolation tries to stop smoothing once it reaches its destination. We keep setting bNetworkSmoothingComplete to false until the first visual update, at which point if it remains true we will stop getting updates. #rb Dan.Youhon Change 2773599 on 2015/11/19 by Marc.Audy Fix shadow variable, initialization order, and incorrect placement of ENGINE_API that fails compiles on clang #codereview Aaron.McLeran Change 2773661 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Following up by deprecating the CastToPlayerController function for 4.11. Change 2774707 on 2015/11/19 by Stan.Melax FCollisionQueryParams constructor API pitfall Deprecating something that will call the unintended constructor if the programmer provides a string literal instead of explicitly creating an FName. So this line of code: FCollisionQueryParams Param(FName(TEXT("DragDropTrace"))); will invoke: FCollisionQueryParams::FCollisionQueryParams(FName,bool=false,...) But this line of code: FCollisionQueryParams Param(TEXT("DragDropTrace")); invokes: FCollisionQueryParams::FCollisionQueryParams(bool) Yes that actually happens, the string literal (the TEXT("whatever")) ends up specifies a bool parameter instead of a FName parameter. So the name is lost and a flag (that is usually set to false) is now set to true (since the string literal address is non-NULL). Yeah, that's could potentially be not what the programmer had intended. It looks like this interface was introduced in CL 1792949 back in august 2013. Since its been a couple of years, we'll phase it out using the deprecation approach. Making an API change would break things for existing projects. If it had been a more recent change we could have probably just gone down to a single constructor right away. Figured out that going one step further and removing bool param's default and adding a default constructor would minimize the number of places that will be hit with this deprecation. So, yes this is *increasing* the number of construtors temporarily, but this solution has minimal impact on the community. Later after other to-be-deprecated constructor gets removed, the two remaining can be combined into one with defaults for all parameters. see also https://udn.unrealengine.com/questions/269512/dangerous-fcollisionqueryparams-overloads.html #codereview ori.cohen [CL 2775460 by Marc Audy in Main branch]
2015-11-20 11:02:37 -05:00
else if(IsShowingSelectedNodeStats())
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
// Allow edit modes (inc. skeletal control modes) to draw with the canvas, and collect on screen strings to draw later
TArray<FText> EditModeDebugText;
GetPersonaModeManager().GetOnScreenDebugInfo(EditModeDebugText);
Copying //UE4/Dev-Framework to //UE4/Main @ 2775446 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2720537 on 2015/10/07 by Aaron.McLeran Audio Optimization: Implementing an audio update delta time so audio isn't updated with every engine tick Change 2746582 on 2015/10/29 by Aaron.McLeran Implementing single ray-cast sound occlusion - Fixing/Implementing sound occlusion using one ray cast - Update rate of the ray cast is conifgurable by the user - User can enabled/disable occlusion and set various properties of the occlusion at the audio component level - Occlusion ray-casts are made at a slower rate than the audio engine is updated - The following properties are supported: * LowPassFilterFrequency (the LPF cutoff frequency of the per-voice filter to apply if a sound is occluded) * OcclusionVolumeAttenuation (the volume attenuation to apply to sounds that are occluded) * OcclusionInterpolationTime (how fast a sound moves from occluded to unoccluded... allows user-defined interpolation times, avoids fast parameter setting for smoother transitions) - Fixed how low-pass filter frequency is applied on platforms that support it. * Changed the older HighFrequencyGain parameter to a more understandable and correct LowPassFilterFrequency parameter * Updated the parameter for the various other features that use per-voice LPF (e.g. audio volumes, distance-based filtering) * Added backward-compatibility code to take old HighFrequencyGain params to new LowPassFilterFrequency params. * At the lowest level, there is only one filter which is applied to a sound, but the parameter that has the lowest cutoff frequency is the one used * Fixed how the parameter is applied at the lower-level in XAudio2 and CoreAudio. The old parameter was incorrectly applied. * XAudio2 documentation on the low-pass-fitler frequency cutoff param is confirmed incorrect through testing. #rb zak.middleton Change 2765174 on 2015/11/12 by Aaron.McLeran UE-23091 More fixage for NaN audio log spam Last checkin for this (CL 2760896) was fixing a legit issue but there was still an issue that I was rarely catching during the FN gate encounter in AITestbed after about 5 min of gate defense. To track down, I added a lot more logging and asserts on NaN numbers in the audio code, enabled ENABLE_NAN_DIAGNOSTIC in UnrealMathUtility.h. - Was able to trace another cause of the NaNs in audio to 2 uninitialized variables in SoundAttenuationSettings struct: OmniRadius and StereoSpread. - Zak M suggested the change of the const ref position vector in ListenerPosition and the usage of GetSafeNormal() in Audio.cpp since the value returned by GetLocation() is a temporary and Normalize() is unsafe. - I removed the flag for the XAudio2 call to compute doppler since we don't use that value and it could've been as source of more NaNs in X3DAudioCalculate #codereview Zak.Middleton #rb Zak.Middleton Change 2765467 on 2015/11/13 by James.Golding - Allow -ms option to work with 'stat dumphitches' for controlling min time logged #rb gil.gribb Change 2765746 on 2015/11/13 by Benn.Gallagher Added buckets for update rate shift tags (for staggering anim updates) #jira UE-23213 #rb Bruce.Nesbit Change 2765747 on 2015/11/13 by Benn.Gallagher Fixes for bone length calculation in anim dynamics chains. #rb Bruce.Nesbit Change 2765749 on 2015/11/13 by Benn.Gallagher Removed allocations from local CS blends for skeletal controls. #rb Bruce.Nesbit Change 2765752 on 2015/11/13 by Benn.Gallagher Lod mapping support for URO customization #jira UE-23211 #rb Bruce.Nesbit Change 2765965 on 2015/11/13 by Marc.Audy Remove outdated code in LoadMap previously used for matching up downloaded packages from servers. These code paths no longer operate, but in the case where a PIE client was connecting to a non-PIE server (not really supported, but possible), it would cause the Editor Level package to be flagged as as PIE package and cause a crash on exit of PIE #jira UE-21181 #rb Josh.Markiewicz Change 2766071 on 2015/11/13 by Mieszko.Zielinski Fixed dumb mistake in AEQSTestingPawn::PostLoad #UE4 the 'bTickDuringGame == bTickDuringGame' thing #rb John.Abercrombie Change 2766086 on 2015/11/13 by Mieszko.Zielinski Exposing NavModifierComponent to ENGINE_API #UE4 #codereview Lukasz.Furman Change 2766345 on 2015/11/13 by Mieszko.Zielinski No longer compiling AISystem's creation out from client builds #UE4 Instead AISystem's instantiation on clients is configurable via UAISystemBase::bInstantiateAISystemOnClient config variable Change 2766346 on 2015/11/13 by Mieszko.Zielinski Improvements to EQS test scoring function preview #UE4 #rb Lukasz.Furman Change 2766528 on 2015/11/13 by Stan.Melax multiple materials/chunks on a single cloth sim mesh This supposedly used to work in 4.7 but broke for 4.8 It looks like previous change 2493547 may have introduced the condition statement that makes multiple materials not include all of there verts. Changing this to instead check for the bounds on the skinningmap instead of the NumRealSimVerts which doesn't look like it takes the offset into consideration. jira: #UE-23300 https://jira.ol.epicgames.net/browse/UE-23300 https://answers.unrealengine.com/questions/287833/apex-not-working-on-multiple-materials-since-48.html Double tested code change with test asset from https://jira.ol.epicgames.net/browse/UE-10674 #rb Benn.Gallagher Change 2766546 on 2015/11/13 by Marc.Audy Throw warning for orphaned looping sounds caused by a looping sound node Don't do somewhat expensive (due to weak pointer) orphaned sound checks in test or shipping #rb Aaron.McLeran Change 2766917 on 2015/11/14 by Jurre.deBaare Fix UE4-23349 Simplygon doens't support sub 64 pixel textures Change 2767742 on 2015/11/16 by Marc.Audy Restructure SignificanceManager to store significance manager references in a FGCObject Module class instead of using a singleton. Improve performance by eliminating StaticFindObjectFast calls in ::Get and force inlining Get calls #rb Zak.Middleton, Rob.Manuszewski Change 2767827 on 2015/11/16 by Zak.Middleton #ue4 - Perf: avoid SmoothClientPosition() calls once the target mesh offset has been reached. - New flag bNetworkSmoothingComplete indicates whether smoothing has reached the destination. This is set to false when a new network position is received. - Also fixes trying to smooth rotation towards identity rotation before receiving network updates. - Deprecated FNetworkPredictionData_Client_Character::CurrentSmoothTime in favor of saving last update time, to prevent needing to update time every tick (since we skip updates now). #rb Dan.Youhon Change 2768070 on 2015/11/16 by Marc.Audy Change StaticDuplicateObject and DuplicateObject to take FName instead of char* (existing usages can automatically convert to FName so no backwards compatibility issues) Fixup usages to avoid unnecessary string -> char* -> name conversions Change AActor::CreateComponentFromTemplate to take an FName instead of FString, deprecated FString version #rb Gil.Gribb Change 2768121 on 2015/11/16 by Marc.Audy Forceinline GetFName Change 2768161 on 2015/11/16 by Aaron.McLeran Checking occlusion back in - Bug was due to improper interpolation of LPFFrequency values in audio volumes. Change 2769428 on 2015/11/17 by Thomas.Sarkanen Fixed backwards-compatibility issues with FExposedValueCopyRecord Added PostSerialize function to patch up older data to the new format (copies properties->property FNames). Made sure to zero FExposedValueCopyRecord in its constructor, prevents uninitialized variable issues when generating CRCs. This is necessary despite these members being UPROPERTYs because they are simply built on the stack then stuffed into the new CDO during compilation. UE-23268 - EDITOR CRASH: Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) #rb James.Golding #codereview Mike.Beach,Bob.Tellez Change 2769488 on 2015/11/17 by Benn.Gallagher DrawCanvas and debug string support for skeletal controls - accessed using "Skeletal Controls" option in Show->Display Info in Persona #rb Martin.Wilson Change 2769545 on 2015/11/17 by Benn.Gallagher Added space conversion options to copy bone node. #jira OR-9430 #rb Martin.Wilson Change 2770228 on 2015/11/17 by Marc.Audy Fix cause of assert firing when detaching if AttachTo(AttachParent) returns false #rb Ori.Cohen #jira UE-23366 Change 2770489 on 2015/11/17 by Marc.Audy Make ::Serialize WITH_EDITORONLY_DATA since it did nothing otherwise Change 2770761 on 2015/11/17 by Aaron.McLeran Removing optimization disablement - Forgot to remove these lines before checking in/testing. Change 2771375 on 2015/11/18 by Thomas.Sarkanen Added initialzation of internal state machine desc ptrs to (finally) remove random crashes when using sub-state machines #rb Benn.Gallagher Change 2771697 on 2015/11/18 by Jeff.Farris Sensible defaults for APlayerController::ClientPlayCameraAnim and ClientPlayCameraShake #rb marc.audy Change 2771755 on 2015/11/18 by Marc.Audy Put back in the recursion block for destroy actor #rb James.Golding Change 2772217 on 2015/11/18 by Marc.Audy Update axis inversion to work the same way as sensitivity instead of old problematic way Also change to use Reset instead of Empty(Array.Num()) #rb Jeff.Farris Change 2772686 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization coordinate bug. Don't need to convert to xaudio2 coordinates for HRTF spatialization #rb chad.taylor Change 2772766 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization with xaudio2 voice pools - Issue was caused by 2 issues: - effect chains weren't properly clearing their state between uses (SetEffectChain(nullptr) releases the effect for use with other voices) - Not re-setting MaxEffectChainChannels = 0 in CreateSource() was causing re-used SoundSources to release their XAudio2 voices to the wrong pool. #rb chad.taylor Change 2773027 on 2015/11/19 by Thomas.Sarkanen PR #1765: Git Plugin can find the git.exe binary installed on the Local AppData user directory (Contributed by SRombauts) #rb Thomas.Sarkanen Change 2773142 on 2015/11/19 by Benn.Gallagher Optimized SafeSetCSBoneTransforms, no longer doing 2 iterations over the whole pose. - Only iterating beyond the index of the first bone transform, cutting off all bones before - No longer using a bone mask the size of the skeleton, just an array of interesting nodes - No longer attempting to convert a transform if it isn't necessary (which was happening a lot) #rb Laurent.Delayen Change 2773212 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Removing ugly comment. Not going to remove the node itself for backward compatibility. Change 2773351 on 2015/11/19 by Zak.Middleton #orion - Make sure we don't skip a final visual update when character mesh interpolation tries to stop smoothing once it reaches its destination. We keep setting bNetworkSmoothingComplete to false until the first visual update, at which point if it remains true we will stop getting updates. #rb Dan.Youhon Change 2773599 on 2015/11/19 by Marc.Audy Fix shadow variable, initialization order, and incorrect placement of ENGINE_API that fails compiles on clang #codereview Aaron.McLeran Change 2773661 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Following up by deprecating the CastToPlayerController function for 4.11. Change 2774707 on 2015/11/19 by Stan.Melax FCollisionQueryParams constructor API pitfall Deprecating something that will call the unintended constructor if the programmer provides a string literal instead of explicitly creating an FName. So this line of code: FCollisionQueryParams Param(FName(TEXT("DragDropTrace"))); will invoke: FCollisionQueryParams::FCollisionQueryParams(FName,bool=false,...) But this line of code: FCollisionQueryParams Param(TEXT("DragDropTrace")); invokes: FCollisionQueryParams::FCollisionQueryParams(bool) Yes that actually happens, the string literal (the TEXT("whatever")) ends up specifies a bool parameter instead of a FName parameter. So the name is lost and a flag (that is usually set to false) is now set to true (since the string literal address is non-NULL). Yeah, that's could potentially be not what the programmer had intended. It looks like this interface was introduced in CL 1792949 back in august 2013. Since its been a couple of years, we'll phase it out using the deprecation approach. Making an API change would break things for existing projects. If it had been a more recent change we could have probably just gone down to a single constructor right away. Figured out that going one step further and removing bool param's default and adding a default constructor would minimize the number of places that will be hit with this deprecation. So, yes this is *increasing* the number of construtors temporarily, but this solution has minimal impact on the community. Later after other to-be-deprecated constructor gets removed, the two remaining can be combined into one with defaults for all parameters. see also https://udn.unrealengine.com/questions/269512/dangerous-fcollisionqueryparams-overloads.html #codereview ori.cohen [CL 2775460 by Marc Audy in Main branch]
2015-11-20 11:02:37 -05:00
// Draw Node info instead of mesh info if we have entries
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
DrawNodeDebugLines(EditModeDebugText, &Canvas, &View);
}
if (bDrawUVs)
{
DrawUVsForMesh(Viewport, &Canvas, 1.0f);
}
}
}
void FAnimationViewportClient::DrawUVsForMesh(FViewport* InViewport, FCanvas* InCanvas, int32 InTextYPos)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
//use the overridden LOD level
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
const uint32 LODLevel = FMath::Clamp(PreviewMeshComponent->ForcedLodModel - 1, 0, PreviewMeshComponent->SkeletalMesh->LODInfo.Num() - 1);
TArray<FVector2D> SelectedEdgeTexCoords; //No functionality in Persona for this (yet?)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
DrawUVs(InViewport, InCanvas, InTextYPos, LODLevel, UVChannelToDraw, SelectedEdgeTexCoords, NULL, &PreviewMeshComponent->GetSkeletalMeshResource()->LODModels[LODLevel] );
}
void FAnimationViewportClient::Tick(float DeltaSeconds)
{
FEditorViewportClient::Tick(DeltaSeconds);
// @todo fixme
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if (bCameraFollow && PreviewMeshComponent != nullptr)
{
// if camera isn't lock, make the mesh bounds to be center
FSphere BoundSphere = GetCameraTarget();
// need to interpolate from ViewLocation to Origin
SetCameraTargetLocation(BoundSphere, DeltaSeconds);
}
if (!GIntraFrameDebuggingGameThread)
{
PreviewScene->GetWorld()->Tick(LEVELTICK_All, DeltaSeconds);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewComp = PreviewMeshComponent;
if (PreviewComp)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
// Handle updating the preview component to represent the effects of root motion
const FBoxSphereBounds& Bounds = GetAnimPreviewScene()->GetFloorBounds();
PreviewComp->ConsumeRootMotion(Bounds.GetBox().Min, Bounds.GetBox().Max);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
}
}
void FAnimationViewportClient::SetCameraTargetLocation(const FSphere &BoundSphere, float DeltaSeconds)
{
FVector OldViewLoc = GetViewLocation();
FMatrix EpicMat = FTranslationMatrix(-GetViewLocation());
EpicMat = EpicMat * FInverseRotationMatrix(GetViewRotation());
FMatrix CamRotMat = EpicMat.InverseFast();
FVector CamDir = FVector(CamRotMat.M[0][0],CamRotMat.M[0][1],CamRotMat.M[0][2]);
FVector NewViewLocation = BoundSphere.Center - BoundSphere.W * 2 * CamDir;
NewViewLocation.X = FMath::FInterpTo(OldViewLoc.X, NewViewLocation.X, DeltaSeconds, FollowCamera_InterpSpeed);
NewViewLocation.Y = FMath::FInterpTo(OldViewLoc.Y, NewViewLocation.Y, DeltaSeconds, FollowCamera_InterpSpeed);
NewViewLocation.Z = FMath::FInterpTo(OldViewLoc.Z, NewViewLocation.Z, DeltaSeconds, FollowCamera_InterpSpeed_Z);
SetViewLocation( NewViewLocation );
}
void FAnimationViewportClient::ShowBoneNames( FCanvas* Canvas, FSceneView* View )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if (PreviewMeshComponent == nullptr || PreviewMeshComponent->MeshObject == nullptr)
{
return;
}
//Most of the code taken from FASVViewportClient::Draw() in AnimSetViewerMain.cpp
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FSkeletalMeshResource* SkelMeshResource = PreviewMeshComponent->GetSkeletalMeshResource();
check(SkelMeshResource);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
const int32 LODIndex = FMath::Clamp(PreviewMeshComponent->PredictedLODLevel, 0, SkelMeshResource->LODModels.Num()-1);
FStaticLODModel& LODModel = SkelMeshResource->LODModels[ LODIndex ];
const int32 HalfX = Viewport->GetSizeXY().X/2;
const int32 HalfY = Viewport->GetSizeXY().Y/2;
for (int32 i=0; i< LODModel.RequiredBones.Num(); i++)
{
const int32 BoneIndex = LODModel.RequiredBones[i];
// If previewing a specific section, only show the bone names that belong to it
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if ((PreviewMeshComponent->SectionIndexPreview >= 0) && !LODModel.Sections[PreviewMeshComponent->SectionIndexPreview].BoneMap.Contains(BoneIndex))
{
continue;
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3341527) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3280282 on 2017/01/31 by Matt.Kuhlenschmidt GitHub 3171 : fix 'memoreport -full' causes ensure condition fail on particle object Change 3281111 on 2017/02/01 by Michael.Dupuis #jira UE-36318 : was'nt notifying that we changed the current level in the case where you add/create new level in the Level window Change 3281225 on 2017/02/01 by Jamie.Dale Several improvements to culture switching and LocRes files - LocRes files now de-duplicate translations when they're generated, which can result in smaller LocRes files. - The localization compilation step now produces a LocNat file, which contains meta-data specifying the native culture during compile, and where the native LocRes file can be found. - Changing cultures now loads the native localization data prior to loading the non-native translations to ensure that translations are always applied to a consistent base. - The "leet" culture (available when localization testing is enabled) is now always applied against the native translation, and correctly restores non-translated text when switching away from the "leet" culture. - "-culture=leet" now works correctly on the command line ("-leet" also works). - LoadLocalizationResourcesForCulture is no longer called multiple times during initialization of the text localization manager. - General clean-up of localization code to favor using LocKeyFuncs with maps and sets, rather than rolling their own key funcs. Change 3281291 on 2017/02/01 by Alexis.Matte Make sure the sections material slot assignation is persist correctly for staticmesh and for skeletal mesh #jira UE-39639 Change 3281718 on 2017/02/01 by Michael.Dupuis #jira UE-34186: invert processing order of special character, to take into account that key name could be considered a special character and would cause the assumption done to no longer be valid Change 3281861 on 2017/02/01 by Alexis.Matte Fix import of morph target when there is no animation #jira UE-41383 Change 3282791 on 2017/02/02 by Chris.Wood Split crash analytics methods to fix comment parsing issues. [UE-32787] - Document Crash Report Client analytics events in code Change 3283316 on 2017/02/02 by Alexis.Matte Make sure we do not import more then the maximum allowed node #jira UE-41405 Change 3283349 on 2017/02/02 by Jamie.Dale Updated Portal to stage its .locnat files Change 3283927 on 2017/02/02 by Matt.Kuhlenschmidt Fix component/actor selection becoming out of sync after undo/redo #jira UE-41416 Change 3284061 on 2017/02/02 by Alexis.Matte Fix the scene importer front x axis import #jira UE-41318 Change 3284280 on 2017/02/02 by Alex.Delesky #jira UE-41060 - Placing blocking volumes in the level via the Content Menu's "Place Actor" command will now place a blocking volume in the level and not generate an empty warning in the output log Change 3285053 on 2017/02/03 by Michael.Dupuis #jira UE-33777: Handle the global landscape editor ui command list so specified shortcut will be treated Change 3285444 on 2017/02/03 by Jamie.Dale Updated FastDecimalFormat to support the correct 0-9 numerals for the current locale These are typically still Latin, but Middle Eastern languages have some variants. This addresses an inconsistency between FText formatting of numbers and dates (since numbers always used Latin, but dates used the culture correct numerals). Change 3287422 on 2017/02/06 by Michael.Dupuis #jira UE-36580: Improved the whole word algo to take into consideration localisation Change 3287455 on 2017/02/06 by Alexis.Matte When swaping the mesh point by the mesh component, we noe clean up the override material instead of empty it. #jira UE-41397 Change 3287745 on 2017/02/06 by Alexis.Matte Merge from orion dev-general cl:3286668 Fix a crash when importing a LOD containing different material with less sections Change 3287996 on 2017/02/06 by Michael.Dupuis #jira UE-37290: fixed naming to be "move to level" instead of "move level" Change 3288090 on 2017/02/06 by Jamie.Dale Fixing missing include breaking the FText natvis Change 3288105 on 2017/02/06 by Jamie.Dale FTextStringHelper::ReadFromString_ComplexText now only looks at the start of the buffer when matching the complex text macros Change 3288150 on 2017/02/06 by Jamie.Dale Fixing display names for tutorial categories so that they can be localized They were already FText, but the config wasn't defining them in a localizable way. #jira UE-37926 Change 3288469 on 2017/02/06 by Alex.Delesky #jira UE-35464 - Enables the editor to parse SubRip Subtitles files to create subtitle assets. This also introduces the Subtitles module. Change 3288540 on 2017/02/06 by Alex.Delesky Backing out changelist 3288469 due to build issue with module includes #jira none Change 3289074 on 2017/02/06 by Alex.Delesky Back out changelist 3288540 - reintroducing Subtitles module to parse SubRip Subtitles files #jira UE-35464 Change 3289753 on 2017/02/07 by Michael.Dupuis #jira UE-34599: Take into consideration UMaterialExpressionMaterialFunctionCall when getting the GUID Change 3290097 on 2017/02/07 by Nick.Darnell Automation - The automation framework no longer buckets errors, warnings and log statements into a seperate set of buckets. There is now only one log, and all entries go into it to provide some context when things fail. Continued working on the styling of the reports. Change 3290182 on 2017/02/07 by Michael.Trepka Added missing initialization for SWindow::bIsMirrorWindow Change 3290472 on 2017/02/07 by Michael.Dupuis #jira UE-37358: Add reference list in the dialog for all delete type Change 3290513 on 2017/02/07 by Michael.Dupuis #jira UE-37958: was testing the trailing number 0 twice and never testing the 1 Change 3290543 on 2017/02/07 by Michael.Dupuis #jira UE-35931: Refresh detail panel on selection lost Change 3290581 on 2017/02/07 by Michael.Dupuis Fixed possible crash if we have no level blueprint specified (was crashing during the delete of an actor) Change 3290721 on 2017/02/07 by Michael.Dupuis #jira UE-40360: Pass the custom spawning struct which contain the level override into to the spawn function Change 3291958 on 2017/02/08 by Alexis.Matte Back out revision 26 from //UE4/Dev-Editor/Engine/Source/Developer/AssetTools/Private/AssetTools.cpp Change 3292017 on 2017/02/08 by Alexis.Matte Add some fbx automation tests to validate material re-import Change 3292030 on 2017/02/08 by Michael.Dupuis #jira UE-37958: was testing the trailing number 0 twice and never testing the 1 Change 3293062 on 2017/02/08 by Jamie.Dale Reduced the number of allocations that happen when rebuilding text This change removes the wasteful FTextHistory::ToText function and replaces it with two more specialized functions; FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString. These new functions return an FString (for the display string), rather than an FText (which was simply mined for its display string). Simply avoiding going via an FText saves at least two allocations per-rebuild. Changes: - Removed FTextHistory::ToText and replaced it with FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString. - Moved the localization aware chronological and transformation implementations into FTextChronoFormatter and FTextTransformer. These return an FString which avoids an FText allocation during rebuild, and is simply passed into an FText during normal FText usage. - Moved FText::AsDate, FText::AsDateTime, FText::AsTime, FText::ToUpper, and FText::ToLower into Text.cpp, and these now use FTextChronoFormatter and FTextTransformer from the common text implementation. - Moved FText::AsTimespan into Text.cpp. This had no dependency on ICU, so this is now the common text implementation. - Added FTextFormatter::FormatStr variants. FTextFormatter::Format calls these FTextFormatter::FormatStr versions internally, and they're also used during text rebuilding (saving not only an FText allocation, but also a container copy). - Removed FText::CreateNumericalText and FText::CreateChronologicalText as they were mostly superfluous. - General update from using MakeShareable to MakeShared (saving 1 allocation). - General clean-up of L10N/I18N class friendship. #jira UE-41533 Change 3293292 on 2017/02/08 by Alex.Delesky Performing some cleanup in the Subtitles module, and creating a SubtitlesEditor module for the subtitles asset factories since it causes issue in client builds. Change 3293477 on 2017/02/08 by Jamie.Dale Fixed TProperty::InitializeValueInternal and TProperty::DestroyValueInternal mismatch when dealing with fixed size arrays #jira UE-41007 Change 3293571 on 2017/02/08 by Matt.Kuhlenschmidt Fix lots of outline data being added to the font cache due to wrongly hashing outline material and color data. Change 3293572 on 2017/02/08 by Matt.Kuhlenschmidt Fix details panel categories in the static mesh editor Change 3294216 on 2017/02/09 by Michael.Dupuis #jira UE-40609: manually position the window based on it'S max possible size #3128 GitHub Change 3294430 on 2017/02/09 by Jamie.Dale Kerning-only text shaping no longer draws characters to get their metrics It now goes via the low-level FT caches like HarfBuzz does. Change 3294588 on 2017/02/09 by Alexis.Matte If we remove a LODGroup from baseengine.ini, the fbx importer UI will now be able to recover in case the last fbx import was done with the just removed LODGroup Change 3294847 on 2017/02/09 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3295093 on 2017/02/09 by Arciel.Rekman Linux: fix Setup.sh not working in paths with space (UE-41819). Change 3295205 on 2017/02/09 by Matt.Kuhlenschmidt Fix material UV's no longer working om 9 slice elements Change 3295816 on 2017/02/09 by Arciel.Rekman Linux: fix starting programs from a path with space. Change 3296129 on 2017/02/09 by Arciel.Rekman Linux i686: changes necessary to compile BlankProgram. - Added new architecture to UBT. - Fixed system headers. - Added third party libs for i686: - jemalloc - elftoolchain - zlib - SDL2 - libc++ Change 3296564 on 2017/02/10 by Jamie.Dale Cleaned up PO comment preservation Change 3296694 on 2017/02/10 by Jamie.Dale AllocateNameEntry now takes TCharType* rather than void* and cast Change 3296744 on 2017/02/10 by Jamie.Dale Moved the PO DOM from UnrealEd to Internationalization Change 3297250 on 2017/02/10 by Jamie.Dale Split the PO import/export pipeline out of the commandlet Change 3297420 on 2017/02/10 by Alexis.Matte Add Isolate and highlight feature for the material panel in the staticmesh and the skeletal editor. #jira UE-38985 Change 3297594 on 2017/02/10 by Alexis.Matte When importing from fbx a static mesh with find material anywhere, the next LODs import by the user will create new material entries instead of using the existing one. Change 3297752 on 2017/02/10 by Arciel.Rekman i686 support: more third party libs. - libcurl - OpenSSL - libpng - libvorbis - libogg - libopus Change 3297754 on 2017/02/10 by Arciel.Rekman i686 support: PhysX Change 3297922 on 2017/02/10 by Alexis.Matte When importing a new LOD to a staticmesh, the data source file is not anymore wipe or change to the last fbx import filename. Change 3298330 on 2017/02/10 by Arciel.Rekman i686: missing libcurl. Change 3298620 on 2017/02/11 by Jamie.Dale FLocTextHelper improvements - It can now support non-standard target layouts (where the native and foreign cultures are in different locations - see FLocTextTargetPaths). - The XForeignArchive functions are now more strict, and *only* accept foreign cultures (use the XArchive functions instead if you're using both native and foreign cultures as parameters). Change 3299293 on 2017/02/13 by Matt.Kuhlenschmidt PR #3241: UE-41870: Add quotes when passing through the directory path (Contributed by projectgheist) Change 3299299 on 2017/02/13 by Matt.Kuhlenschmidt PR #3224: Git plugin: fix git autodetection and add error message (Contributed by SRombauts) Change 3299391 on 2017/02/13 by Matt.Kuhlenschmidt Fix material instances being marked dirty when opening #jira UE-41721, UE-41719 Change 3299441 on 2017/02/13 by Nick.Darnell PR #3243: Fix bug that UWidget::GetOwningPlayer doesn't return (Contributed by yeonseok-yi) Change 3299567 on 2017/02/13 by Nick.Darnell Slate - The Checkbox no longer just passes visibility down to the internal widgets it creates, that prevents future changes to effect it if it starts collapsed. #jira UE-41904 Change 3299870 on 2017/02/13 by Jamie.Dale Added cycle counters for font rendering/shaping Change 3300116 on 2017/02/13 by Michael.Dupuis #jira UE-41866: Update cache when performing an undo Change 3300178 on 2017/02/13 by Alexis.Matte Fix a crash when re-importing a LOD with more sections then the base LOD Change 3300191 on 2017/02/13 by Alexis.Matte Make sure we do not loose castshadow and recomputetangents section flags when we re-import a skeletal mesh. Change 3300351 on 2017/02/13 by Alexis.Matte Remove the clean up of unused material for the staticmesh editor. Unused material can be delete manually in the UI #jira UE-39639 Change 3302138 on 2017/02/14 by Nick.Darnell Automation - Adding support for -DeveloperReportOutputPath and -DeveloperReportUrl to permit local runs of the automation tool to generate reports on the report server, and launch the browser window to view them. Change 3302139 on 2017/02/14 by Nick.Darnell UMG - Additional fixes to the way we migrate changes from the preview to the serialized version of the widget tree. This fixes several issues with edit-inline objects on UWidgets. Change 3302281 on 2017/02/14 by Nick.Darnell Slate - Bringing over changes to the invalidation panel from one of the game streams. This fixes issues with animations in volatile widgets, as well as some issues with cache relative offset, and offers a method for enabling a different caching method to preserve batching through a commandline, but at the cost of not being able to use GPU buffers, possibly a better option on mobile in some cases. Change 3302415 on 2017/02/14 by Nick.Darnell Disabling the open asset editor test. Change 3302976 on 2017/02/14 by Nick.Darnell Automation - Updating one of the tests to open 70 different known asset types, and ensure that they open without dirtying the package. AutomationTestSettings are now defaultengine, not sure why they setup to be user specific previously. Most of these settings need to be removed, or split off into the modules that own them, rather than being in Engine. TODO. Change 3303724 on 2017/02/15 by Matt.Kuhlenschmidt Removed hard coded list of thumbnails, preventing objects with valid thumbnails from showing up. Thumbnails are now shown by default. Use meta=(DisplayThumbnail=false) to remove #jira UE-41958 Change 3303729 on 2017/02/15 by Matt.Kuhlenschmidt PR #3253: UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) (Contributed by rpav) Change 3303733 on 2017/02/15 by Matt.Kuhlenschmidt PR #3248: Fix for TAssetSubClassOf properties reset on undo. (Contributed by StefanoProsperi) Change 3303823 on 2017/02/15 by Nick.Darnell Automation - Continued improvements on screenshots. Added some fixes to turn off the tonemapper when visualizing buffers. Fixed several screenshots due to this change. Adding lightboxes to the reports. Adding some styling to make things sweeter. Change 3303937 on 2017/02/15 by Matt.Kuhlenschmidt Fix build error Change 3303982 on 2017/02/15 by Nick.Darnell Automation - Making the opening of the image no longer threaded, not really helpful for the IO operation and just makes it harder to follow. Change 3304058 on 2017/02/15 by Matt.Kuhlenschmidt Fix build attempt #2 (not reproducible locally) Change 3304393 on 2017/02/15 by Matt.Barnes Submitting test content for UEQATC-3548 Change 3304517 on 2017/02/15 by Nick.Darnell Slate - Making some fixes to the automatic disabling of the pixel snapping code with render transforms. Sometimes it gets confused, we may want to move to a seperate transform stack for layout and render, and make sure the element drawer has access to both. Change 3304560 on 2017/02/15 by Nick.Darnell UMG - SA fix. Change 3304890 on 2017/02/15 by Matt.Kuhlenschmidt PR #3220: UE-41243: Force resolution in standalone if large than primary workin. (Contributed by projectgheist) Change 3305360 on 2017/02/15 by Arciel.Rekman Linux: fix crash on exit (UE-41907). - It is not safe to dereference UAnimGraphNode_PoseDriver::StaticClass during the final shutdown sequence since the instance has already been destroyed in StaticExit(). Change 3306023 on 2017/02/16 by Nick.Darnell Paper2D - Adding a method to create SlateBrushes from PaperSprites the same way we can for materials and textures in blueprints. Change 3306030 on 2017/02/16 by Nick.Darnell Slate - Making some additional fixes to invalidation panels from a game branch. Adding a RoundToVector function to FVector2D, fixing the 3 places we defined a RoundToInt (which wasn't a great name since the convention wasn't meant to be used that way). Change 3306031 on 2017/02/16 by Nick.Darnell Slate - Retainer widgets no longer tick using PreTick on SlateApplication, they now paint during their normal paint. Change 3306046 on 2017/02/16 by Nick.Darnell UMG - Adding CanEditChange to WidgetComponent to gray out the CylinderArcAngle property unless you select the right geometry mode. Change 3308887 on 2017/02/17 by Matt.Kuhlenschmidt Fix crash if blurs are rotated #jira UE-42037 Change 3309114 on 2017/02/17 by Jamie.Dale Unifying non-shaped text to use the same atlas cache as shaped text Change 3310044 on 2017/02/17 by Matt.Kuhlenschmidt Outline color on text elements is now inherited properly #jira UE-40691 Change 3310268 on 2017/02/17 by Matt.Kuhlenschmidt Guard against rendering MIDs with potentially no parent in slate. #jira UE-42047 Change 3311531 on 2017/02/20 by Michael.Dupuis #jira UETOOL-1100: Add the possibility to have dynamic min/max slider value Synchonize all Color vector together when changing the min/max slider value Change 3311534 on 2017/02/20 by Michael.Dupuis incremental build fix Change 3311535 on 2017/02/20 by Michael.Dupuis incremental build fix take 2... Change 3311743 on 2017/02/20 by Michael.Dupuis buildfix lunix incremental Change 3312496 on 2017/02/20 by Arciel.Rekman Linux: fix PhysX crash in i686. - Changed layout to one that works. Change 3313127 on 2017/02/20 by Jamie.Dale Fixed crash when performing a non-async cooked package save It isn't safe to call TotalSize on the BulkArchive when it's not a FBufferArchive (as used during async save) once the archive has been closed. Change 3313990 on 2017/02/21 by Nick.Darnell Automation - Added a summary area at the top of the report. Change 3314034 on 2017/02/21 by Jamie.Dale Fixed crash when deleting a streamed font Change 3314942 on 2017/02/21 by Nick.Darnell Automation - More templating styling work. Change 3315080 on 2017/02/21 by Nick.Darnell Automation - Providing a way for users to remove explict events from the event log when automated tests run. Needed for other systems linked into the automation system like google mock. Change 3315452 on 2017/02/21 by Nick.Darnell Json - Adding support for Map and Set properties to the JsonObjectConverter. Can now save out map and sets. No support for loading them yet. Change 3315614 on 2017/02/21 by Nick.Darnell Json - Adding support for loading sets and map json data. Change 3315924 on 2017/02/21 by Arciel.Rekman Vulkan: edigrating various Linux fixes by Josh. - This is to make Linux Vulkan work in Dev-Editor easier (for the contractor and myself). Original descriptions: CL 3313445 - Various Vulkan fixes: - Compiles in Linux - Many cubemap bugs squashed - Changed the scratch reflection cubemap clear to SetRenderTargestsAndClear, instead of SetRenderTarget() / Clear() - Added compute fences CL 3314152 - Fixed compile error on Mac, but I am pretty sure we can just remote VulkanRHI from Mac building entirely, but needs to be tested. Change 3316741 on 2017/02/22 by Jamie.Dale Ensure that enums used by BP nodes have been PostLoaded so they have the correct display names #jira UE-42253 Change 3316800 on 2017/02/22 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3317058 on 2017/02/22 by Alexis.Matte Fix the scene importer to support correctly the obj file format #jira UE-35606 Change 3318039 on 2017/02/22 by Arciel.Rekman i686 support: added missing libwebsockets. Change 3318095 on 2017/02/22 by Arciel.Rekman i686 support: Oodle. Change 3319002 on 2017/02/23 by Michael.Dupuis #jira UE-41794 : Do not exit the landscape mode when doing undo from the creation of the landscape Change 3319012 on 2017/02/23 by Alexis.Matte PR #3066: Improve asset import by permitted relative paths and easing editing of mapped mount points. (Contributed by paulevans) #jira UE-40039 Change 3319035 on 2017/02/23 by Nick.Darnell UMG - Adding a note about the font sizes in UE4 in Slate, using 96 dpi. #jira UE-42170 Change 3319040 on 2017/02/23 by Matt.Kuhlenschmidt PR #3278: Git plugin: fix revision number for blueprint diff menu (Contributed by SRombauts) #jira UE-42129 Change 3319072 on 2017/02/23 by Michael.Dupuis #jira UETOOL-1101: Add support for DetailGroup reset to default Right now it's only enable for the color grading Change 3319077 on 2017/02/23 by Nick.Darnell Automation - Moving away from most of the templating being done in C++. Moving to dust.js to just do it in the browser window. The json report file is now the actual source of the information we use to template the resulting report html. Maaay have to move to doing the templating server side in the future to stream it to the client better, but avoiding that so we don't have to ship a server. Disabling several places we were taking editor screenshots, none of that code was actually comparing screenshots, it was a hold-over from earlier days. PhysX - Fixing a problem with Physx FillInlinePxShapeArray. Deprecating it, adding FillInlinePxShapeArray_AssumesLocked, and locking places we were assuming it was already locked in the landscape component. Change 3319088 on 2017/02/23 by Nick.Darnell PR #3245: UE-41707: Re-order includes correctly (Contributed by projectgheist) #jira UE-41914 Change 3319104 on 2017/02/23 by Michael.Dupuis fix incremental build Change 3319146 on 2017/02/23 by Matt.Kuhlenschmidt PR #3292: Git plugin: fix update status on directories broken since UE4.12 (Contributed by SRombauts) #jira UE-42272 Change 3319252 on 2017/02/23 by Michael.Dupuis fix warning with missing #undef LOCTEXT_NAMESPACE Change 3319298 on 2017/02/23 by Alex.Delesky Removing the Subtitles and SubtitlesEditor modules (it'll eventually be brought back as the Overlay and OverlayEditor modules) Change 3319388 on 2017/02/23 by Alexis.Matte Fbx Importer now find collision model under fbx LOD Group #jira UE-42141 Change 3319528 on 2017/02/23 by Michael.Dupuis Fixed Undo/Redo to be consistent with other vector modifcation behavior Change 3319583 on 2017/02/23 by Alexis.Matte Fix the sample rate to use the least common multiplier of all keys #jira UE-42012 Change 3319705 on 2017/02/23 by Nick.Darnell Static Analysis - Fixing sonobjectconverter.cpp(460) : warning C6011: Dereferencing NULL pointer 'ArrayProperty'. Change 3319711 on 2017/02/23 by Nick.Darnell Editor - Adding some checks to make sure the struct we're accessing is still a valid handle. #jira UE-42262 Change 3319736 on 2017/02/23 by Alex.Delesky Adding Subtitles and SubtitlesEditor to the JunkManifest file. Change 3319919 on 2017/02/23 by Nick.Darnell Automation - Fixing an issue with moving a location that doesn't exist. Change 3319932 on 2017/02/23 by Alexis.Matte Fbx importer, do not apply more then one time the transform option to the scene node. #jira UE-42277 Change 3320105 on 2017/02/23 by Nick.Darnell Editor - Adding some additional checks to the margin customization. #jira UE-42262 Change 3321577 on 2017/02/24 by Jamie.Dale Moving Internationalization module from Runtime to Developer Change 3321625 on 2017/02/24 by Jamie.Dale Moving InternationalizationSettings module from Developer to Editor Change 3321642 on 2017/02/24 by Jamie.Dale Moving SCulturePicker from the Localization module to the InternationalizationSettings module Change 3321734 on 2017/02/24 by Alexis.Matte PR #2979: Fix extra root bone for Blender exported FBX. (Contributed by manmohanbishnoi) We fix the extra root only when the file creator is from blender and the root node is named armature. We cannot simply remove all dummy node, since this is use by the rigid mesh workflow. #jira UE-39050 Change 3321912 on 2017/02/24 by Jamie.Dale Split LocalizationCommandletExecution out of the Localization module to remove some editor dependencies Change 3322274 on 2017/02/24 by Jamie.Dale Moving Localization module from Editor to Developer, and merging the Internationalization module into it Removed hard-dependency between Engine and Localization/Internationalization via an interface. Change 3322774 on 2017/02/25 by Jamie.Dale Unifying LocRes and LocNat file format between generation and loading This lets the code in Core be shared by Localization, and allows some code that was proxying via archives (due to the code being logically identical, but different C++ types) to use these new types directly. #tests Built Debug, Shipping, and Editor. Verified that LocNat and LocRes generation and loading worked as before. Change 3322795 on 2017/02/25 by Jamie.Dale Fixing mismatch between SOURCE_CONTROL_WITH_SLATE and its .Build.cs file The define was set to disable Slate for Linux program targets only, but the .Build.cs disabled Slate for all Linux targets. Since the define was touched most recently (CL# 2534983), I updated the .Build.cs file to match its logic, and moved the definition of the define to the .Build.cs file so that they stay in sync with one another. Change 3322853 on 2017/02/25 by Jamie.Dale Moved the conflict and word count reporting to FLocTextHelper Change 3323089 on 2017/02/26 by Jamie.Dale Added functions to get the target name and path from FLocTextHelper Change 3323391 on 2017/02/27 by Ben.Cosh This fixes an issue with blueprint config variables having their value destroyed by CDO serialization #Jira UE-40586 Blueprint variable defaults set from config files value are overwritten by CDO serialization #Proj Engine, CoreUObject Change 3323406 on 2017/02/27 by Ben.Cosh Fixed a problem that caused UK2Node::ExpandSplitPin to destroy pins it didn't own in when expanding a collapsed graph during compilation. #jira UE-41211 - Crash when splitting a UDS pin on a collapsed graph #Proj BlueprintGraph Change 3323572 on 2017/02/27 by Nick.Darnell Automation - Continued itteration on the style of the automation reports, now with attentional info, like where the log came from. Automation - Fixing a bug in the functional actor tests, navigating to the actors sometimes opened other objects in the package, now it only opens the map. Also improved the way we focus the actor so that the level editor is also brought to the foreground. Automation - Fixing a bug in how the automation system was registering for capturing logging. It was swapping out GWarn for its own version, but GWarn isn't called for anything that isn't an error or warning, meaning that none of the Display/Logging or analytics capture attempts were actually working. Suddenly a flood of informations started being captured during tests. For now - only going to capture 'Display' logs instead of 'Log' level. Automation - Successful comparisons now print more information so that the automation logs do a better job of tracking the flow of the test. Automation - The screenshot comparison test now prints more information even during successful comparisons. Editor - The message log no longer emits a SetSelection, just because the selection is updated the categoriry view model. This was causing things like the automation tool, which sets the selection every time (which may itself be an issue) to completely rebuild the message log every time a new automation message was emited. The message log now checks if the selection would actually change the viewstate before it does it. Domino Test - Adding an arrow to visualize the state of the up vector the test is looking for; playing with idea for test visualizers that may help with debugging in the future. Change 3323580 on 2017/02/27 by Michael.Trepka Fixed some Xcode 8.3 compile errors Change 3323634 on 2017/02/27 by Nick.Darnell Build - Fix incremental build. Change 3323740 on 2017/02/27 by Jamie.Dale Adding #error if the SOURCE_CONTROL_WITH_SLATE define is missing Change 3323865 on 2017/02/27 by Nick.Darnell Automation - Disabling the screenshot from the small editor icons test, until the editor screenshot method starts comparing things, and the screenshots we take are better / more scoped. Change 3324228 on 2017/02/27 by Jamie.Dale Can no longer name assets or folders with a leading underscore #jira UE-40541 Change 3324429 on 2017/02/27 by Jamie.Dale Removing FLocTextTargetPaths It was added to support something that I'm now going to do a different way. Change 3324473 on 2017/02/27 by Jamie.Dale Moved the GatherText SCC utils into the Localization module Change 3324481 on 2017/02/27 by Jamie.Dale Moving the localized asset utils out of GatherText base Change 3324485 on 2017/02/27 by Jamie.Dale Cleaning up some includes now that the localization SCC is no longer in GatherText Change 3324910 on 2017/02/28 by Nick.Darnell Slate - Moving the SlateRotatedRect into its own file, and removing FSlateRotatedClipRectType, since there's no longer a difference and we only use FSlateRotatedRect. Change 3325329 on 2017/02/28 by Michael.Dupuis #jira UE-42083: Removed various Modify(true) that would force user to save the levels even if they did'nt really modified them Replace TMap<TLazyObjectPtr,...> as it would dirty the level at every Find performed Change 3325410 on 2017/02/28 by Michael.Dupuis missing include for incremental build Change 3325415 on 2017/02/28 by Nick.Darnell UMG - Adding some setters and getters for RedrawTime to the WidgetComponent. Change 3325418 on 2017/02/28 by Nick.Darnell Automation - Fixing the warnings on startup about smoke tests taking longer than 2s. Had to add an option to disable capturing the callstack when running smokes, it adds a bit too much overhead during startup. Change 3325698 on 2017/02/28 by Alexis.Matte Put back the code to isolate material versus section in the skeletal mesh. The code was override by a temporary hack done in paragon branch Change 3325790 on 2017/02/28 by Michael.Trepka Copy of CL 3319588 Fixed address sanitizer support in MacToolChain (Apple changed the name of the env variable Xcode uses to enable it) and added support for thread sanitizer Change 3326118 on 2017/02/28 by Alexis.Matte Add LOD settings LOD distances to fbx import dialog option. The option are not supported yet by the scene importer #jira UE-41291 Change 3326183 on 2017/02/28 by Alexis.Matte PR #3298: Import SpecularFactor for Roughness and Shininess for Metallic textures (Contributed by VladimirPobedinskiy) #jira UE-42301 Change 3326196 on 2017/02/28 by Jamie.Dale Force the correct package localization ID when duplicating a BP for nativization Change 3327037 on 2017/03/01 by Michael.Dupuis fixed fortnite mac non editor build Change 3327483 on 2017/03/01 by Jamie.Dale Renaming LocNat to LocMeta Change 3327486 on 2017/03/01 by Jamie.Dale Renaming LocNat to LocMeta Change 3327541 on 2017/03/01 by Michael.Trepka Removed Mac OpenGL RHI files and disabled building of OpenGL RHI on Mac Change 3328000 on 2017/03/01 by Nick.Darnell Automation - Noisy rendering features are now disabled by default when taking screenshots. Change 3328323 on 2017/03/01 by Michael.Trepka Copy of CL 3307526 Fixed mouse position issues in fullscreen mode on Mac Change 3328410 on 2017/03/01 by Alexis.Matte Remove unwanted option when importing skeletal mesh Make the FBX tests uptodate with the new ImportUI options #jira UE-41291 Change 3329586 on 2017/03/02 by Jamie.Dale Adding missing includes when running with bUseMallocProfiler enabled Change 3329999 on 2017/03/02 by Nick.Darnell UMG - Removing a deprecated 4.8 function to get the label on UWidget. Change 3330004 on 2017/03/02 by Nick.Darnell UMG - Adding TargetPlatform to the dependencies of UMGEditor module. Change 3330021 on 2017/03/02 by Nick.Darnell UMG - Adding TargetPlatform to the private include path of the UMG module. Change 3330041 on 2017/03/02 by Nick.Darnell Engine - Adding a comment to the PreLoadMap call so people know what the string being passed in is. Change 3330048 on 2017/03/02 by Nick.Darnell Editor - Don't allow querying the cursor in the editor viewport while saving packages. Depending upon the code that gets triggered, it may cause packages to load, or things to be initialized while saving is occuring. Change 3330602 on 2017/03/02 by mason.seay Map for Functional Screenshot Test Bug Change 3330632 on 2017/03/02 by Alexis.Matte Fix fbx crash when there is only one UVChannel but using the naming convention to place it further then the first index Change 3330862 on 2017/03/02 by Jamie.Dale Adding FPaths::SetExtension This is like FPaths::ChangeExtension, but also applies the extension if the file doesn't have one. Change 3331491 on 2017/03/03 by Nick.Darnell Automation - Fixing a threading issue in the SAsyncImage, it was accessing potentially bogus memory if the Widget had been deleted before the task ran. Change 3331498 on 2017/03/03 by Nick.Darnell Build - Fixing a build warning. Change 3331807 on 2017/03/03 by Nick.Darnell Automation - Making the Disable Noisy Rendering Features more robust, disabling a few more markers. Adding a better way of rolling back the changes. Change 3331999 on 2017/03/03 by Michael.Trepka Fixed a memory leak on texture creation with BulkData in OpenGLTexture.cpp Change 3332481 on 2017/03/03 by Arciel.Rekman Fix building lighting in commandlet (UE-42551). - Process task graph while running as commandlet. - Also, if for any reason - like the lack of -messaging - local swarm interface fails to initialize or takes too much time to send the message, bail out. Change 3332606 on 2017/03/04 by Jamie.Dale Fixing crash reporting loc word counts when the report is starting empty Change 3332614 on 2017/03/04 by Jamie.Dale Fixed text namespaces being treated as case-insensitive when export to JSON manifests and archives Change 3332619 on 2017/03/04 by Jamie.Dale Fixing CIS error Change 3333000 on 2017/03/06 by Matt.Kuhlenschmidt PR #3295: Non-editable FStringAssetReference using VisibleAnywhere (Contributed by projectgheist) #jira UE-42284 Change 3333039 on 2017/03/06 by Alexis.Matte Make custom ui for FbxSceneImportData object #jira UE-37896 Change 3333047 on 2017/03/06 by Nick.Darnell UMG - Removing an extra assignment in WidgetSwitcher. Change 3333056 on 2017/03/06 by Alexis.Matte Build fix Change 3333073 on 2017/03/06 by Matt.Kuhlenschmidt Added more logging for when window creation fails due to too many windows. #jira UE-42478 Change 3333081 on 2017/03/06 by Matt.Kuhlenschmidt PR #3327: Git Plugin: fix RunDumpToFile() to check git ReturnCode (Contributed by SRombauts) #jira UE-42535 Change 3333103 on 2017/03/06 by Matt.Kuhlenschmidt PR #3336: UE-42407: using GetWindowMode instead of switching on IsFullscreenViewport (Contributed by stefanzimecki) #jira UE-42407, UE-42565 Change 3333142 on 2017/03/06 by Jamie.Dale Added a way to view/copy a list references (including those that aren't loaded) to the reference viewer Change 3333443 on 2017/03/06 by Matt.Kuhlenschmidt Eliminate the usage of SWebBrowser to show viewport controls in level viewports. There is an non-trivial startup cost initializing CEF and is not worth paying that cost on editor startup for one tiny control. The button now opens a web page on click. #jira UE-42461 PR #3314: Drop UE4Editor -> CEF dependency to 2x speedup Linux UE4Editor startup (Contributed by slonopotamus) Change 3333914 on 2017/03/06 by Matt.Kuhlenschmidt Remove double middle mouse click to change to perspective view #jira UE-42444 Change 3333936 on 2017/03/06 by Matt.Kuhlenschmidt Fixed excessive fname initialization in these files Change 3334063 on 2017/03/06 by Alexis.Matte fix build linux Change 3334166 on 2017/03/06 by Jamie.Dale Adding Data Table export/import support for TMap and TSet #jira UE-42415 Change 3334459 on 2017/03/06 by Alexis.Matte PR #3334: Respect bForceFrontXAxis option when exporting to FBX (Contributed by rajkosto) #jira UE-42563 Change 3335132 on 2017/03/07 by Jamie.Dale Fixing typo Change 3335140 on 2017/03/07 by Jamie.Dale Fixing CSV import warnings in GameplayEffects test Change 3335164 on 2017/03/07 by Alexis.Matte Avoid selecting skeletal mesh section in the level when high light them in persona editor #jira UE-20151 Change 3335186 on 2017/03/07 by Jamie.Dale Fixed CSV parser missing empty cells at the end of the string Change 3335218 on 2017/03/07 by Arciel.Rekman SDL2: delete unused project/build files. Change 3335222 on 2017/03/07 by Arciel.Rekman SDL2: delete more unused project/build files. Change 3335230 on 2017/03/07 by Matt.Kuhlenschmidt Additional fixes for blur and blur slot not propagating padding to each other #jira UE-42553 Change 3335896 on 2017/03/07 by Jamie.Dale ToolTips and Engine were double gathering the same meta-data #jira UE-36480 Change 3336009 on 2017/03/07 by Matt.Kuhlenschmidt Fix details panels becoming unusable if "Show only Modified Properties" is enabled and there are no modified properties Change 3336247 on 2017/03/07 by Jamie.Dale Selection height is now the max of the line height and text height to account for negative line scaling #jira UE-40673 Change 3336253 on 2017/03/07 by Jamie.Dale Added a setting to control whether we should use the font metrics or the bounding box when laying out a font #jira UE-41074 Change 3336303 on 2017/03/07 by Arciel.Rekman Refactor of OS memory allocation functions. - Bring PageSize/OSAllocationGranularity in line with the established definitions. - PageSize is a hardware mapping granularity that is also used for PageProtect() and any other functions that involve setting virtual memory properties. - OSAllocationGranularity is a virtual address allocation granularity that on some platforms may be applied on top of that (notably VirtualAlloc in Windows only returns addresses that are 16 page aligned). - BinnedPageSize and BinnedAllocationGranularity are the values expected by Binned and Binned2 for size and the alignment of OS allocations. - Disable the logic in CachedOSPageAllocator that allowed buffers larger than the requested size to be returned. - This caused wrong allocation size to be passed in BinnedFreeToOS() from Binned2. - Make Binned2 work on Linux - Addresses returned from BinnedAllocFromOS() need to be BinnedPageSize (minimum 64KB) aligned for Binned2 to work. This results in the need to artificially align mmap()'d addresses, at some performance cost. - The same function can be used on other systems with mmap()/munmap() (Mac, Android, iOS) - Switch Linux to Binned2 by default. - Add ability to sanity-check OS memory allocations. - Debug and Development build will store a descriptor to check that values passed to BinnedFreeToOS() are the same (mmap-based allocation only). Change 3337098 on 2017/03/08 by Michael.Dupuis #jira UE-42589: Added a guard if the mesh component is not attached, this can happen when moving a component out of the screen Change 3337183 on 2017/03/08 by Matt.Kuhlenschmidt Hide the preview toolbar button, it is not being used Change 3337801 on 2017/03/08 by Michael.Trepka Fixed some module dependencies to make sure we don't build OpenGLDrv on Mac Change 3338373 on 2017/03/08 by Joe.Graf Fixed external plugin cooking and deployment by remapping plugin directories upon cook & deployment Tested directory structures: D:\SomePluginDir D:\UE4\AnotherPluginDir D:\UE4\Engine\Plugins D:\UE4\MyProject\Plugins Change 3338482 on 2017/03/08 by Alexis.Matte Remove "BlueprinReadOnly" flag on "WITH_EDITORONLY_DATA" class variable Change 3338679 on 2017/03/08 by Matt.Kuhlenschmidt Fixed arrow keys not working to navigate between elements in the details panel Change 3339086 on 2017/03/09 by Dmitriy.Dyomin Added: Mobile friendly slate settings Change 3339366 on 2017/03/09 by Nick.Darnell Build - Attempting to fix build. #jira UE-42675 Change 3339506 on 2017/03/09 by Jamie.Dale Fixing Linux Server build error #jira UE-42675 Change 3340450 on 2017/03/09 by Cody.Albert Ensure that the hittest grid is valid before trying to find a focusable widget Change 3340492 on 2017/03/09 by Arciel.Rekman Fix IOS compile error (UE-42695). Change 3340565 on 2017/03/09 by Arciel.Rekman Fix another compile error (UE-42695). Change 3341527 on 2017/03/10 by Alexis.Matte Fix crash when dragging a re-import scene and there is new asset created #jira UE-42766 [CL 3341914 by Nick Darnell in Main branch]
2017-03-10 15:37:02 -05:00
if ((PreviewMeshComponent->MaterialIndexPreview >= 0))
{
TArray<int32> FoundSectionIndex;
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); ++SectionIndex)
{
if (LODModel.Sections[SectionIndex].MaterialIndex == PreviewMeshComponent->MaterialIndexPreview)
{
FoundSectionIndex.Add(SectionIndex);
break;
}
}
if (FoundSectionIndex.Num() > 0)
{
bool PreviewSectionContainBoneIndex = false;
for (int32 SectionIndex : FoundSectionIndex)
{
if (LODModel.Sections[SectionIndex].BoneMap.Contains(BoneIndex))
{
PreviewSectionContainBoneIndex = true;
break;
}
}
if (!PreviewSectionContainBoneIndex)
{
continue;
}
}
}
const FColor BoneColor = FColor::White;
if (BoneColor.A != 0)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
const FVector BonePos = PreviewMeshComponent->ComponentToWorld.TransformPosition(PreviewMeshComponent->GetComponentSpaceTransforms()[BoneIndex].GetLocation());
const FPlane proj = View->Project(BonePos);
if (proj.W > 0.f)
{
const int32 XPos = HalfX + ( HalfX * proj.X );
const int32 YPos = HalfY + ( HalfY * (proj.Y * -1) );
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
const FName BoneName = PreviewMeshComponent->SkeletalMesh->RefSkeleton.GetBoneName(BoneIndex);
const FString BoneString = FString::Printf( TEXT("%d: %s"), BoneIndex, *BoneName.ToString() );
FCanvasTextItem TextItem( FVector2D( XPos, YPos), FText::FromString( BoneString ), GEngine->GetSmallFont(), BoneColor );
TextItem.EnableShadow(FLinearColor::Black);
Canvas->DrawItem( TextItem );
}
}
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
bool FAnimationViewportClient::ShouldDisplayAdditiveScaleErrorMessage()
{
UAnimSequence* AnimSequence = Cast<UAnimSequence>(GetAnimPreviewScene()->GetPreviewAnimationAsset());
if (AnimSequence)
{
if (AnimSequence->IsValidAdditive() && AnimSequence->RefPoseSeq)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3136629 on 2016/09/22 by Marc.Audy bye bye auto Change 3136631 on 2016/09/22 by Marc.Audy Allow objects to be marked as duplicate transient or non PIE duplicate transient ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient #jira UE-35680 Change 3136636 on 2016/09/22 by Marc.Audy ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints Component Activate/Deactivate events now provide component as a property #jira UE-35191 Change 3136640 on 2016/09/22 by Marc.Audy Expose bReplicates to blueprint component properties #jira UE-34433 Change 3136709 on 2016/09/22 by Ori.Cohen Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached. #JIRA UE-36234 Change 3136710 on 2016/09/22 by Ori.Cohen Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together. #JIRA UE-35899 Change 3136770 on 2016/09/22 by Marc.Audy Fix compile error Change 3136854 on 2016/09/22 by Marc.Audy Sprite components need to be text export transient #jira UE-36064 Change 3136926 on 2016/09/22 by Ori.Cohen Fix ensure when skeletal mesh bodies have no collision. Change 3137054 on 2016/09/22 by Aaron.McLeran PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes) Change 3137058 on 2016/09/22 by Aaron.McLeran PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet) Change 3137060 on 2016/09/22 by Aaron.McLeran UE-36336 Fixing A3D for mono/2D sounds - Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds - Fixing A3D mono sources from failing after a time Change 3137066 on 2016/09/22 by Aaron.McLeran Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0 Change 3137098 on 2016/09/22 by dan.reynolds AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process. Change 3137132 on 2016/09/22 by Aaron.McLeran PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge) Change 3137175 on 2016/09/22 by Aaron.McLeran Fixing compile error with PhysXCollision.cpp from CL 3136710 Change 3137540 on 2016/09/23 by Thomas.Sarkanen Fixed crash when generating LODs automatically for skeletal meshes Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification. #jira UE-36253 - Crash applying LOD changes in Persona Change 3137720 on 2016/09/23 by Thomas.Sarkanen Changed asset shortcut bar to display asset names & reworked padding #jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text Change 3137761 on 2016/09/23 by Martin.Wilson Fix typo in root motion from everything accumulation code Change 3137877 on 2016/09/23 by Thomas.Sarkanen Fixed undo/redo forcing skeletal meshes into t-pose Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent. #jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function Change 3137885 on 2016/09/23 by Benn.Gallagher Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect. #jira UE-35151 Change 3137888 on 2016/09/23 by Benn.Gallagher Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links #jira UE-24860 Change 3137889 on 2016/09/23 by Benn.Gallagher Fixed transform and widget inconsistencies in IK edit mode #jira UE-20628 Change 3137890 on 2016/09/23 by Jurre.deBaare Alembic Cached Geometry Does Not Display in Stand Alone Game #fix required to force load the GeometryCache module during runtime #jira UE-36187 Change 3137892 on 2016/09/23 by Jurre.deBaare Geometry cache playback should work in sequencer #fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway) #jira UE-35447 Change 3137893 on 2016/09/23 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals #fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence #jira UE-35091 Change 3137894 on 2016/09/23 by Jurre.deBaare Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor #fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created #misc added a new check + message in case this occurs again #jira UE-36059 Change 3137938 on 2016/09/23 by Jurre.deBaare Alembic Importing with Incorrect UV's #fix adding option for flipping UVs on import #jira UE-36190 Alembic import axis not aligned correctly #fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max) #jira UE-35510 Change 3137949 on 2016/09/23 by Jurre.deBaare Frame range importing causes confusion during Alembic importing #fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames. #misc changed settings UI listview layout (extra columns and resized old ones) #jira UE-35498 Change 3137994 on 2016/09/23 by Martin.Wilson Fix for creating an empty state when dragging a montage into a state machine graph #jira UE-33371 Change 3138103 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds Change 3138104 on 2016/09/23 by Aaron.McLeran UE-35392 Copy pasting local node into separate project crashes the engine Change 3138224 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds - Adding a check for wave instance count to account for virtualized sounds (one-shots) Change 3138666 on 2016/09/23 by Ben.Zeigler #UEFW-204 Add more comprehensive gameplay tag tests Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon Change 3138779 on 2016/09/23 by Marc.Audy Get rid of pointless casts Change 3138782 on 2016/09/23 by Marc.Audy remove some GWorlds Change 3139701 on 2016/09/26 by Jurre.deBaare Assert failed on GemetryCache for PS4 package #fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files #jira UE-36392 Change 3139704 on 2016/09/26 by Jurre.deBaare Fix for -1 begin frame #fix do the max as an signed int, to make sure we don't wrap around Change 3139748 on 2016/09/26 by Benn.Gallagher PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri) Moved the definition of the boundary to a FPhysScene class static Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary #jira UE-35736 Change 3139903 on 2016/09/26 by Benn.Gallagher Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values #jira UE-34366 Change 3140409 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger copy of CL# 3140399 Change 3140516 on 2016/09/26 by dan.reynolds AEOverview Map Update - Ambient Zone + Focus Test Change 3140526 on 2016/09/26 by Jon.Nabozny #rn Fixed CanJump inconsistencies with previous versions. Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how jump count and hold time were compared in CanJump. #jira UE-35524, UE-35582 Change 3140745 on 2016/09/26 by dan.reynolds AEOverview Test Map Update + Occlusion Test Change 3140839 on 2016/09/26 by dan.reynolds AEOverview - minor updates Change 3141101 on 2016/09/27 by Thomas.Sarkanen Preview scene worlds now render correctly Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index). In-game hidden flags now apply to GamePreview, but not EditorPreview worlds. Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose. Fixed up UT cases where this was being used. FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport). Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview. Fixed erroneous use of TEnumAsByte for non-uproperty WorldType. #jira UE-22883 - Using FPreviewScenes in-game for scene captures Change 3141106 on 2016/09/27 by Thomas.Sarkanen Column toggling improvements Column toggle menu now does not close when items are selected. This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection. Also allowed columns to be hidden by default for specific use cases (like the sequence browser). #jira UE-35818 - Anim asset browser column picker should stay up Change 3141131 on 2016/09/27 by Thomas.Sarkanen Fix CIS warnings Fallout from preview world changes Change 3141143 on 2016/09/27 by Jurre.deBaare Fix for CIS errors Change 3141235 on 2016/09/27 by Thomas.Sarkanen Fix offset of Persona floor mesh when auto-alignment is enabled When auto alignment was disabled, the offset wasnt getting taken into account. #jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled Change 3141327 on 2016/09/27 by Marc.Audy Ensure that the client side AttachChildren array remains accurate #jira UE-26025 Change 3141474 on 2016/09/27 by mason.seay Updating test map name and moving PlayerStart Change 3141501 on 2016/09/27 by Benn.Gallagher Loading time improvements for destructibles from Nvidia Updated to use new framework custom version instead of global object version Fixed usage of TArray to enable correct loading and saving of the cached data. #jira UE-29680 Change 3141889 on 2016/09/27 by Marc.Audy Fix DestructibleMesh when WITH_APEX is 0 #jira UE-36484 Change 3142034 on 2016/09/27 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971 Change 3142131 on 2016/09/27 by Ori.Cohen Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query. #JIRA UE-36381 Change 3142154 on 2016/09/27 by Ori.Cohen Fix build, ModuleCachedData instead of NxApexModuleCachedData Change 3142159 on 2016/09/27 by mason.seay Blueprint for testing Child Actor Templates Change 3142255 on 2016/09/27 by Jon.Nabozny Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument. #jira UE-35199, UE-35197, UE-35201 Change 3142717 on 2016/09/27 by dan.reynolds AEOverview Update + Sound Class Test Change 3142764 on 2016/09/27 by Marc.Audy Fix Ocean deprecation warnings Change 3142962 on 2016/09/28 by Thomas.Sarkanen Fixed bounds calculations for local camera animations Correctly calculated bounds as local to the initial transform in the track. Implemented suggested fixes from UDN user chhaddon (The Coalition). #jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true Change 3143007 on 2016/09/28 by Martin.Wilson Added virtual bones to USkeleton API Breaking change: -Added USkeleton pointer to RemoveBonesByName -FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead #jira UEFW-81 Change 3143040 on 2016/09/28 by James.Golding Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG Fix up game projects to compile in Shipping/Test after this change PR #2757: (Contributed by projectgheist) #jira UE-35488 Change 3143046 on 2016/09/28 by James.Golding Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file) Change 3143047 on 2016/09/28 by James.Golding PR #2731: Capsule primitive drawing fix (Contributed by kamrann) #jira UE-35142 Change 3143050 on 2016/09/28 by Martin.Wilson Update DDC key as some animation have stale data Change 3143088 on 2016/09/28 by Martin.Wilson CIS Fixes for Ocean after FReferenceSkeleton changes Change 3143090 on 2016/09/28 by Benn.Gallagher Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it. #jira UE-36482 Change 3143091 on 2016/09/28 by Thomas.Sarkanen Fix play/pause keyboard shortcut toggle in Persona based editors Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks). Added the ability for FEdModes to specify whether they can use a widget mode. Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now). #jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused Change 3143100 on 2016/09/28 by James.Golding UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown Change 3143107 on 2016/09/28 by Martin.Wilson Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us #jira UE-34431 Change 3143125 on 2016/09/28 by Jurre.deBaare PR #2749: Fix blend space triangulation (Contributed by tmiv) Change 3143225 on 2016/09/28 by Jurre.deBaare Mesh/material merging basic test files Change 3143235 on 2016/09/28 by Martin.Wilson Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section #jira UE-35929 Change 3143312 on 2016/09/28 by Marc.Audy Don't globally reregister components, globally recreate render state instead when force deleting assets Fixes crash force deleting a blueprint with a child actor component in it from the content browser Change 3143340 on 2016/09/28 by Mieszko.Zielinski Improved consistency of loudness usage in AISense_Hearing #UE4 Change 3143359 on 2016/09/28 by Marc.Audy Fix spelling error in comment Change 3143372 on 2016/09/28 by Jurre.deBaare HLOD meshes are causing degenerate triangles #fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers #jira UE-34336 Change 3143420 on 2016/09/28 by Mieszko.Zielinski Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4 Change 3143421 on 2016/09/28 by Martin.Wilson Allow reading on animation sequence length in blueprints #jira UE-34168 Change 3143455 on 2016/09/28 by James.Golding Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds. Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions Change 3143518 on 2016/09/28 by Jurre.deBaare Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material #fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material) #misc set texture sampling for HLOD proxy base material to clamp #jira UE-35221 Change 3143542 on 2016/09/28 by James.Golding Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if Fix comment Enable by default for FN Change 3143543 on 2016/09/28 by Benn.Gallagher Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton. Change 3143556 on 2016/09/28 by Aaron.McLeran UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE Change 3143566 on 2016/09/28 by Benn.Gallagher Readded early out alongside new ensure for catching bad preFilter shapes Change 3143568 on 2016/09/28 by Marc.Audy Fix deprecation warnings in UT Change 3143572 on 2016/09/28 by Jurre.deBaare More test content for mesh/material merging Change 3143581 on 2016/09/28 by Jurre.deBaare More content :D Change 3143585 on 2016/09/28 by Jurre.deBaare Geometry cache cleaning #misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump) #misc cleaning out unecessary code Change 3143594 on 2016/09/28 by Marc.Audy Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template #jira UE-36511 Change 3143658 on 2016/09/28 by Marc.Audy RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference #jira UE-36553 Change 3143776 on 2016/09/28 by Marc.Audy Properly reinstance child actor templates when using the fast reinstancing path #jira UE-36516 Change 3143896 on 2016/09/28 by Ori.Cohen Remove UPROPERTY on aggregate threshold which is always read from the physics settings. Change 3144022 on 2016/09/28 by Ben.Zeigler Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system Change 3144252 on 2016/09/28 by mason.seay More blueprints for child actor template testing Change 3144262 on 2016/09/28 by Mason.Seay Deleting assets Change 3144283 on 2016/09/28 by dan.reynolds AEOverview update + Sound Priority Test Change 3144411 on 2016/09/28 by dan.reynolds AEOverview end of day update and tweaks Change 3144679 on 2016/09/29 by Benn.Gallagher Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth. Change 3144856 on 2016/09/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview #jira UE-30384 Change 3144864 on 2016/09/29 by Thomas.Sarkanen Preview mesh fixes Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen). Skeleton preview meshes are now shown as empty if none is set (but a default is chosen). #jira UE-36582 - Cannot set preview mesh per-animation Change 3144865 on 2016/09/29 by Jurre.deBaare More test content Change 3144885 on 2016/09/29 by James.Golding UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor Change scale clamping in UpdateBodyScale to catch cases like (1,0,1) Change 3144903 on 2016/09/29 by Thomas.Sarkanen Deprecating StaticMesh in UStaticMeshComponent Added GetStaticMesh to access the value as read-only. SetStaticMesh is now called in all locations that used to call "StaticMesh =". Lots of fixups. #jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent Change 3145020 on 2016/09/29 by Thomas.Sarkanen Fix bounds calculations that include bones to respect LOD (and other requried bones) Sometimes bones would not be updated if we LOD switched, extending the bounds. #jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD Change 3145041 on 2016/09/29 by Jurre.deBaare Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results #fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh #misc ignore the source lightmap uv channels to reduce data #jira UE-36595 Change 3145219 on 2016/09/29 by Benn.Gallagher Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time. #jira UE-36552 Change 3145222 on 2016/09/29 by Jurre.deBaare Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash #fix on import set _all_ bone influence to 0 #jira UE-36602 Change 3145267 on 2016/09/29 by Ori.Cohen Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults. #JIRA UE-36483 Change 3145306 on 2016/09/29 by Jon.Nabozny Fixed PhAT so multiple constraints can be selected and edited properly at the same time. #JIRA: UE-31493 Change 3145342 on 2016/09/29 by Marc.Audy Do not update cull distance volumes whenever any property changes * Any movement or property change of a cull distance volume still does a global update * Any movement of a component belong to any other Actor updates only the components of that Actor * Any property change of a primitive component only updates that component #jira UE-36399 Change 3145958 on 2016/09/29 by Marc.Audy In game worlds don't auto activate components until the actor is ready to process them #jira UE-35189 Change 3146110 on 2016/09/29 by dan.reynolds AEOverview update + Soundwave Procedural Test Map Change 3146375 on 2016/09/30 by Benn.Gallagher Fixed crash saving newly created destructible mesh after material refactor. #jira UE-36619 Change 3146378 on 2016/09/30 by James.Golding UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before) Also add stat for FBodyInstance::LineTrace Change 3146379 on 2016/09/30 by James.Golding Add test assets for creating procmesh collision in non-editor builds Change 3146386 on 2016/09/30 by Thomas.Sarkanen Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance. This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used. #jira UE-36251 - Ensures showing uncompressed animations in anim blueprints Change 3146464 on 2016/09/30 by Thomas.Sarkanen Fix layered blend per bone odd/even connection counts alternately working/not working Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName. #jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs Change 3146652 on 2016/09/30 by Benn.Gallagher Fixed subinstance properties appearing in the caller's details panel as oddly named properties. #jira UE-34141 Change 3146673 on 2016/09/30 by Martin.Wilson Make RawAnimationData (and associated anim sequence data) private #jira ue-25869 Change 3146680 on 2016/09/30 by Benn.Gallagher Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node #jira UE-29847 Change 3146681 on 2016/09/30 by Benn.Gallagher Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node #jira UE-30885 Change 3146711 on 2016/09/30 by Jon.Nabozny Fix PhAT SnapConstraintToBone. #jira UE-31491 Change 3146717 on 2016/09/30 by Danny.Bouimad Adding Jurres really useful merge actor test assets to somewhere QA can get em. Change 3146738 on 2016/09/30 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #tests Editor tests with mambo pose asset #jira UE-36189 Change 3146750 on 2016/09/30 by Jurre.deBaare Material baking issue #misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture) #misc Replaced incorrect masks with _way_ better approach thanks to Martin Change 3146755 on 2016/09/30 by Jurre.deBaare Need better progress bar for HLOD #fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback #jira UE-34334 Change 3147085 on 2016/09/30 by Marc.Audy PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay) #jira UE-36632 Change 3147224 on 2016/09/30 by Martin.Wilson CIS Fix Change 3147280 on 2016/09/30 by Marc.Audy Mouse smoothing should use application frame rate, not the dilated game frame rate #jira UE-31040 Change 3147446 on 2016/09/30 by Aaron.McLeran UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly Change 3147693 on 2016/09/30 by Ben.Zeigler #jira UE-36657 If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location Change 3147697 on 2016/09/30 by Jon.Nabozny Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX #jira UE-30486 Change 3147761 on 2016/09/30 by Jon.Nabozny Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage. Change 3148533 on 2016/10/03 by Thomas.Sarkanen Fix new deprecation warnings introduced by the pull from main Change 3148567 on 2016/10/03 by Marc.Audy Fix crash when exiting PIE while a panoramic screenshot is being taken Make stereo panorama tick with the world it is operating on #jira UE-36492 Change 3148571 on 2016/10/03 by Marc.Audy Allow modification of components that are EditAnywhere but don't exist in the CDO #jira UE-36694 Change 3148607 on 2016/10/03 by Martin.Wilson Properly end notify states when we clear the anim instance on a skeletal mesh. #jira UE-32488 Change 3148711 on 2016/10/03 by Martin.Wilson Fix type in virtual bone tooltip #jira UE-36703 Change 3148746 on 2016/10/03 by Benn.Gallagher Fixed a few cases where post process and sub instance anim calls weren't being made correctly. #jira UE-36529 Change 3148807 on 2016/10/03 by Martin.Wilson Fix mismatch skeleton error when undoing virtual bone changes #jira UE-36705 Change 3148812 on 2016/10/03 by Martin.Wilson Add undo support to removing virtual bones #jira UE-36706 Change 3148975 on 2016/10/03 by Jurre.deBaare Issue with combining meshes both with/without normal maps #fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect) #misc fixed issue in function to set texture rectangle to a single colour #misc spotted comparison error Change 3148976 on 2016/10/03 by Ori.Cohen Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs #JIRA UE-36639 Change 3148991 on 2016/10/03 by Jurre.deBaare Changing LOD materials on Merged Actors Crashes Editor #fix take into account LOD that is using the material when remapping (removing duplicate) materials #jira UE-35883 Change 3148997 on 2016/10/03 by Jurre.deBaare Make sure we remove matrix samples that fall outside of the import range and remap those that are in range Change 3149002 on 2016/10/03 by Jurre.deBaare Issues with importing Alembic caches using matrix transformations #fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from Change 3149030 on 2016/10/03 by Martin.Wilson Dont show save warning on animations when we have curve data #jira UE-34145 Change 3149115 on 2016/10/03 by Mieszko.Zielinski Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4 #jira UE-35153 Change 3149186 on 2016/10/03 by Ben.Zeigler #UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it. This code is weird but this solution is better than the old version and handles inconsistent results Change 3149235 on 2016/10/03 by Martin.Wilson Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself. #jira UE-20005 Change 3149245 on 2016/10/03 by Marc.Audy Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates. Change 3149397 on 2016/10/03 by Ori.Cohen Fix collision profile writing out response values to channels that don't exist. #JIRA UE-36359 Change 3149679 on 2016/10/03 by Zak.Middleton #ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category. Change 3149929 on 2016/10/04 by Jurre.deBaare Fix for CIS errors #fix Mac didn't like undefined struct Change 3149977 on 2016/10/04 by danny.bouimad Massive update to Merge Actor test files Change 3150014 on 2016/10/04 by James.Golding UE-36686 Fix crash when slicing and not creating other section Change 3150016 on 2016/10/04 by James.Golding UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging Change 3150019 on 2016/10/04 by James.Golding UE-36737 Fix LineTraceComponent not returning face index Change 3150020 on 2016/10/04 by James.Golding UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module Change 3150027 on 2016/10/04 by Ben.Marsh Add PhysX build option into Dev-Framework. Change 3150042 on 2016/10/04 by Benn.Gallagher Fixed clothing example 1.3 collision glitches Change 3150172 on 2016/10/04 by Benn.Gallagher Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them. #jira UE-36589 Change 3150319 on 2016/10/04 by Ori.Cohen Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future. #JIRA UE-36535, UE-36504 Change 3150355 on 2016/10/04 by Zak.Middleton #ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast. Change 3150370 on 2016/10/04 by Ori.Cohen Fix deferred actors not getting flushed. Change 3150386 on 2016/10/04 by Martin.Wilson Fix additive animation check failing in cooked builds when using virtual bones #jira UE-36743 Change 3150424 on 2016/10/04 by Ori.Cohen Exclude kinematic actors from active transforms generation. Change 3150613 on 2016/10/04 by Zak.Middleton #ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject. (Mirror CL 3138304 in Orion-DevGeneral) #jira UE-36810 #tests compiled Change 3150679 on 2016/10/04 by Ben.Zeigler Crash fix with no async scene Change 3150765 on 2016/10/04 by Ben.Zeigler Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing Change 3150796 on 2016/10/04 by Marc.Audy Fix LOCTEXT warnings related to blueprint class menu options Change 3150806 on 2016/10/04 by Ben.Zeigler Fix bad text format in import error message, lead to double error Change 3150891 on 2016/10/04 by Ben.Zeigler #jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global Change 3150914 on 2016/10/04 by Marc.Audy Don't try to recreate render state if it has already been recreated while the recreate context was active #jira UE-36590 Change 3151195 on 2016/10/04 by Dan.Reynolds Updates to QASoundWaveProcedural QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing. Change 3151233 on 2016/10/04 by Ben.Zeigler #jira UE-36836 Fix variable shadowing warnings Change 3151328 on 2016/10/04 by dan.reynolds AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP Change 3151461 on 2016/10/05 by Thomas.Sarkanen Fix localization warnings #jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings Change 3151546 on 2016/10/05 by Martin.Wilson Fix pose watch regression due to persona refactor changes. #jira UE-36851 Change 3151587 on 2016/10/05 by Jurre.deBaare Updating Simplygon to SDK version 8.0 #misc removed redundant files #misc fixed landscape culling in merge actor path #misc added support for volume culling using simplygon #misc fixed when or not to use mesh data for material baking #notes Change: 3137650 Date: 23/09/2016 07:57 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: -Renamed commandline variables for ZipUtils AutomationScript -Implemented Execute instead of ExecuteBuild -Updated commandline arguments in SimplygonSwarm JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2 Change: 3137649 Date: 23/09/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Moved file hash computation to ImportObject JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4 Change: 3137646 Date: 23/09/2016 07:55 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Fixes CL3099204 EditorPerProjectUserSetting Removed ConfigRestartRequired attribute from properties where it was not required MeshUtilities -Added FProxyFailedDelegate -Extended IMeshMerging to include FProxyFailed delegate -Added ProxyGenerationFailed method to FProxyGenerationProcessor class -Setup FailedDelegate for both MeshMerging and DistributedMeshMerging SimplygonMeshReduction -Added check for invalid texture id -Updated notes and removed commented code that is not required. -Setup failed delegate -Fixed issue where image data was never hooked into the texture. -Fixed issue where texture table was never passed into casters SimplygonSwarm -Setup failed delegate -Fixed RawMesh pointer usage. -Move helper method into SimplygonSwarmHelpers.h. -Added SimplygonSwarmHelpers -Removed redundant constant path to 7-zip -Removed GetSimplygonDirectory instead using inplace. -Removed commented code that is currently not required. -Fixed Typos JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3 Change: 3099204 Date: 24/08/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Simplygon 8.0 Updates Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0 EditorPerProjectSettings *SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB *SwarmNumOfConcurrentJobs for executing number of concurrent jobs *Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK) SPL, SimplygonSwarm, RESTClient *Bumped up SPL Version to 8 *Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374 *Removed SPL Templates for version 7.0 *Added conditional logging to REST methods *Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid. *Updated method to take in texturepath SimplygonMeshReduction *Removed minimum version requirement. *Bumped up minimum version *Chagned license file name to refelect 8.0 changes *MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2 Change: 3099200 Date: 24/08/2016 07:48 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: #fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2 Change: 3099199 Date: 24/08/2016 07:47 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm. This will remove any dependency on external zip program and should work across platforms JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1 Change: 3099197 Date: 24/08/2016 07:40 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: *Speed improvements for FBX Scene Importer *Added a static method to compute Hash. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2 Change 3151664 on 2016/10/05 by Richard.Hinckley Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member. Change 3151729 on 2016/10/05 by Thomas.Sarkanen Audit of remaining NaN checks Some checks remain on in shipping (generally those called from blueprint): - AActor::TeleportTo - AActor::SetActorRelativeScale3D #jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test Change 3151742 on 2016/10/05 by Ori.Cohen Make sure that if physical animation component doesn't find a body and bone it doesn't crash. #JIRA UE-36839 Change 3151756 on 2016/10/05 by Jurre.deBaare Fixing d3dcompiler_47.dll missing issue #fix added runtime dependency and dll name to build.cs file #fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL Change 3151761 on 2016/10/05 by Thomas.Sarkanen Fix deprecation warning from last integration Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd. #jira UE-36858 - Compile UE4Editor* completed with 1 warning Change 3151782 on 2016/10/05 by Jurre.deBaare Simplygon patch up #misc linker errors popping up from JSONCPP #misc incorporated emissive material property fix from other shelve #misc static analysis fix Change 3151804 on 2016/10/05 by Marc.Audy Clear need end of frame update when unregistering a component Change 3151928 on 2016/10/05 by Ori.Cohen Fix runtime DLLs not including all delay loaded physx dll files. #JIRA UE-36816 Change 3151977 on 2016/10/05 by Martin.Wilson Notifies can no longer occupy the same time on the same track. #jira UE-30658 Change 3151989 on 2016/10/05 by Jon.Nabozny Fix ArchVis character rotation pitch when looking up/down. #jira UE-35706 Change 3152083 on 2016/10/05 by Marc.Audy Ensure that pending kill components get their marked for end of frame state cleared. Change 3152086 on 2016/10/05 by Ben.Zeigler #jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid Change 3152093 on 2016/10/05 by Marc.Audy Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load). #jira UE-36146 #jira UE-24647 Change 3152100 on 2016/10/05 by Ben.Zeigler Remove pragma optmize Change 3152112 on 2016/10/05 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072 Change 3152134 on 2016/10/05 by Jurre.deBaare Simplygon/Merge actor issues #fix for emissive output on meshes that do not have emissive properties #fix for texture binning, not removing invalid split area causing overlapped textures Change 3152136 on 2016/10/05 by James.Golding UE-36859 Fix tooltip saying you can click to stop recording Change 3152169 on 2016/10/05 by James.Golding UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh Change 3152202 on 2016/10/05 by Jurre.deBaare Mac/Linux fix Change 3152303 on 2016/10/05 by Marc.Audy Fix deprecation warning post merge from main Change 3152320 on 2016/10/05 by Martin.Wilson Fix root motion from everything calculating incorrect root motion when animations haven't been ticking #jira UE-35364 Change 3152354 on 2016/10/05 by James.Golding PoseDriver should pass through if no poses activated Change 3152357 on 2016/10/05 by James.Golding UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim. Change 3152556 on 2016/10/05 by Marc.Audy Remove autos Change 3152560 on 2016/10/05 by Marc.Audy Don't allow child actor references to be dragged from the outliner to a level script #jira UE-16700 Change 3152568 on 2016/10/05 by Marc.Audy Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters Remove deprecated bNoCollisionFail #jira UE-35928 Change 3152575 on 2016/10/05 by Marc.Audy Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move Change 3153101 on 2016/10/06 by Thomas.Sarkanen Fix crash re-opening the viewport in Persona-based editors #jira UE-36775 - Editor crashes when re-opening viewport in Persona Change 3153139 on 2016/10/06 by James.Golding UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported Change 3153160 on 2016/10/06 by Thomas.Sarkanen Fix for crash when deleting additive layer track Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr). #jira UE-36740 - Crash when removing or disabling an additive layer track in Persona Change 3153175 on 2016/10/06 by Benn.Gallagher Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed. #jira UE-36900 Change 3153223 on 2016/10/06 by Thomas.Sarkanen Fixed crash when opening an asset from the blend space editor Code was still trying to open 'old' Persona when it was disabled. Also fix other call sites where this was being done outside of asset type actions. #jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona Change 3153324 on 2016/10/06 by Thomas.Sarkanen Prevented invalid GUIDs from being saved into smart name containers AddOrFindName now checks to see if existing GUIDs are valid before using them. AddName now requires a valid GUID to be passed in. Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved. Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068). #jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset Change 3153348 on 2016/10/06 by Martin.Wilson Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor) #jira UE-36751 Change 3153426 on 2016/10/06 by Mieszko.Zielinski Added missing elements of block comments support in BT editor #UE4 Change 3153454 on 2016/10/06 by Benn.Gallagher Fixed crash using anim debug with subinstances that are preceded by branching nodes. #jira UE-36935 [CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
FGuid AnimSeqGuid = AnimSequence->RefPoseSeq->GetRawDataGuid();
if (RefPoseGuid != AnimSeqGuid)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3136629 on 2016/09/22 by Marc.Audy bye bye auto Change 3136631 on 2016/09/22 by Marc.Audy Allow objects to be marked as duplicate transient or non PIE duplicate transient ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient #jira UE-35680 Change 3136636 on 2016/09/22 by Marc.Audy ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints Component Activate/Deactivate events now provide component as a property #jira UE-35191 Change 3136640 on 2016/09/22 by Marc.Audy Expose bReplicates to blueprint component properties #jira UE-34433 Change 3136709 on 2016/09/22 by Ori.Cohen Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached. #JIRA UE-36234 Change 3136710 on 2016/09/22 by Ori.Cohen Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together. #JIRA UE-35899 Change 3136770 on 2016/09/22 by Marc.Audy Fix compile error Change 3136854 on 2016/09/22 by Marc.Audy Sprite components need to be text export transient #jira UE-36064 Change 3136926 on 2016/09/22 by Ori.Cohen Fix ensure when skeletal mesh bodies have no collision. Change 3137054 on 2016/09/22 by Aaron.McLeran PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes) Change 3137058 on 2016/09/22 by Aaron.McLeran PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet) Change 3137060 on 2016/09/22 by Aaron.McLeran UE-36336 Fixing A3D for mono/2D sounds - Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds - Fixing A3D mono sources from failing after a time Change 3137066 on 2016/09/22 by Aaron.McLeran Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0 Change 3137098 on 2016/09/22 by dan.reynolds AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process. Change 3137132 on 2016/09/22 by Aaron.McLeran PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge) Change 3137175 on 2016/09/22 by Aaron.McLeran Fixing compile error with PhysXCollision.cpp from CL 3136710 Change 3137540 on 2016/09/23 by Thomas.Sarkanen Fixed crash when generating LODs automatically for skeletal meshes Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification. #jira UE-36253 - Crash applying LOD changes in Persona Change 3137720 on 2016/09/23 by Thomas.Sarkanen Changed asset shortcut bar to display asset names & reworked padding #jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text Change 3137761 on 2016/09/23 by Martin.Wilson Fix typo in root motion from everything accumulation code Change 3137877 on 2016/09/23 by Thomas.Sarkanen Fixed undo/redo forcing skeletal meshes into t-pose Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent. #jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function Change 3137885 on 2016/09/23 by Benn.Gallagher Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect. #jira UE-35151 Change 3137888 on 2016/09/23 by Benn.Gallagher Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links #jira UE-24860 Change 3137889 on 2016/09/23 by Benn.Gallagher Fixed transform and widget inconsistencies in IK edit mode #jira UE-20628 Change 3137890 on 2016/09/23 by Jurre.deBaare Alembic Cached Geometry Does Not Display in Stand Alone Game #fix required to force load the GeometryCache module during runtime #jira UE-36187 Change 3137892 on 2016/09/23 by Jurre.deBaare Geometry cache playback should work in sequencer #fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway) #jira UE-35447 Change 3137893 on 2016/09/23 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals #fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence #jira UE-35091 Change 3137894 on 2016/09/23 by Jurre.deBaare Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor #fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created #misc added a new check + message in case this occurs again #jira UE-36059 Change 3137938 on 2016/09/23 by Jurre.deBaare Alembic Importing with Incorrect UV's #fix adding option for flipping UVs on import #jira UE-36190 Alembic import axis not aligned correctly #fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max) #jira UE-35510 Change 3137949 on 2016/09/23 by Jurre.deBaare Frame range importing causes confusion during Alembic importing #fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames. #misc changed settings UI listview layout (extra columns and resized old ones) #jira UE-35498 Change 3137994 on 2016/09/23 by Martin.Wilson Fix for creating an empty state when dragging a montage into a state machine graph #jira UE-33371 Change 3138103 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds Change 3138104 on 2016/09/23 by Aaron.McLeran UE-35392 Copy pasting local node into separate project crashes the engine Change 3138224 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds - Adding a check for wave instance count to account for virtualized sounds (one-shots) Change 3138666 on 2016/09/23 by Ben.Zeigler #UEFW-204 Add more comprehensive gameplay tag tests Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon Change 3138779 on 2016/09/23 by Marc.Audy Get rid of pointless casts Change 3138782 on 2016/09/23 by Marc.Audy remove some GWorlds Change 3139701 on 2016/09/26 by Jurre.deBaare Assert failed on GemetryCache for PS4 package #fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files #jira UE-36392 Change 3139704 on 2016/09/26 by Jurre.deBaare Fix for -1 begin frame #fix do the max as an signed int, to make sure we don't wrap around Change 3139748 on 2016/09/26 by Benn.Gallagher PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri) Moved the definition of the boundary to a FPhysScene class static Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary #jira UE-35736 Change 3139903 on 2016/09/26 by Benn.Gallagher Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values #jira UE-34366 Change 3140409 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger copy of CL# 3140399 Change 3140516 on 2016/09/26 by dan.reynolds AEOverview Map Update - Ambient Zone + Focus Test Change 3140526 on 2016/09/26 by Jon.Nabozny #rn Fixed CanJump inconsistencies with previous versions. Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how jump count and hold time were compared in CanJump. #jira UE-35524, UE-35582 Change 3140745 on 2016/09/26 by dan.reynolds AEOverview Test Map Update + Occlusion Test Change 3140839 on 2016/09/26 by dan.reynolds AEOverview - minor updates Change 3141101 on 2016/09/27 by Thomas.Sarkanen Preview scene worlds now render correctly Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index). In-game hidden flags now apply to GamePreview, but not EditorPreview worlds. Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose. Fixed up UT cases where this was being used. FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport). Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview. Fixed erroneous use of TEnumAsByte for non-uproperty WorldType. #jira UE-22883 - Using FPreviewScenes in-game for scene captures Change 3141106 on 2016/09/27 by Thomas.Sarkanen Column toggling improvements Column toggle menu now does not close when items are selected. This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection. Also allowed columns to be hidden by default for specific use cases (like the sequence browser). #jira UE-35818 - Anim asset browser column picker should stay up Change 3141131 on 2016/09/27 by Thomas.Sarkanen Fix CIS warnings Fallout from preview world changes Change 3141143 on 2016/09/27 by Jurre.deBaare Fix for CIS errors Change 3141235 on 2016/09/27 by Thomas.Sarkanen Fix offset of Persona floor mesh when auto-alignment is enabled When auto alignment was disabled, the offset wasnt getting taken into account. #jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled Change 3141327 on 2016/09/27 by Marc.Audy Ensure that the client side AttachChildren array remains accurate #jira UE-26025 Change 3141474 on 2016/09/27 by mason.seay Updating test map name and moving PlayerStart Change 3141501 on 2016/09/27 by Benn.Gallagher Loading time improvements for destructibles from Nvidia Updated to use new framework custom version instead of global object version Fixed usage of TArray to enable correct loading and saving of the cached data. #jira UE-29680 Change 3141889 on 2016/09/27 by Marc.Audy Fix DestructibleMesh when WITH_APEX is 0 #jira UE-36484 Change 3142034 on 2016/09/27 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971 Change 3142131 on 2016/09/27 by Ori.Cohen Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query. #JIRA UE-36381 Change 3142154 on 2016/09/27 by Ori.Cohen Fix build, ModuleCachedData instead of NxApexModuleCachedData Change 3142159 on 2016/09/27 by mason.seay Blueprint for testing Child Actor Templates Change 3142255 on 2016/09/27 by Jon.Nabozny Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument. #jira UE-35199, UE-35197, UE-35201 Change 3142717 on 2016/09/27 by dan.reynolds AEOverview Update + Sound Class Test Change 3142764 on 2016/09/27 by Marc.Audy Fix Ocean deprecation warnings Change 3142962 on 2016/09/28 by Thomas.Sarkanen Fixed bounds calculations for local camera animations Correctly calculated bounds as local to the initial transform in the track. Implemented suggested fixes from UDN user chhaddon (The Coalition). #jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true Change 3143007 on 2016/09/28 by Martin.Wilson Added virtual bones to USkeleton API Breaking change: -Added USkeleton pointer to RemoveBonesByName -FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead #jira UEFW-81 Change 3143040 on 2016/09/28 by James.Golding Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG Fix up game projects to compile in Shipping/Test after this change PR #2757: (Contributed by projectgheist) #jira UE-35488 Change 3143046 on 2016/09/28 by James.Golding Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file) Change 3143047 on 2016/09/28 by James.Golding PR #2731: Capsule primitive drawing fix (Contributed by kamrann) #jira UE-35142 Change 3143050 on 2016/09/28 by Martin.Wilson Update DDC key as some animation have stale data Change 3143088 on 2016/09/28 by Martin.Wilson CIS Fixes for Ocean after FReferenceSkeleton changes Change 3143090 on 2016/09/28 by Benn.Gallagher Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it. #jira UE-36482 Change 3143091 on 2016/09/28 by Thomas.Sarkanen Fix play/pause keyboard shortcut toggle in Persona based editors Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks). Added the ability for FEdModes to specify whether they can use a widget mode. Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now). #jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused Change 3143100 on 2016/09/28 by James.Golding UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown Change 3143107 on 2016/09/28 by Martin.Wilson Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us #jira UE-34431 Change 3143125 on 2016/09/28 by Jurre.deBaare PR #2749: Fix blend space triangulation (Contributed by tmiv) Change 3143225 on 2016/09/28 by Jurre.deBaare Mesh/material merging basic test files Change 3143235 on 2016/09/28 by Martin.Wilson Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section #jira UE-35929 Change 3143312 on 2016/09/28 by Marc.Audy Don't globally reregister components, globally recreate render state instead when force deleting assets Fixes crash force deleting a blueprint with a child actor component in it from the content browser Change 3143340 on 2016/09/28 by Mieszko.Zielinski Improved consistency of loudness usage in AISense_Hearing #UE4 Change 3143359 on 2016/09/28 by Marc.Audy Fix spelling error in comment Change 3143372 on 2016/09/28 by Jurre.deBaare HLOD meshes are causing degenerate triangles #fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers #jira UE-34336 Change 3143420 on 2016/09/28 by Mieszko.Zielinski Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4 Change 3143421 on 2016/09/28 by Martin.Wilson Allow reading on animation sequence length in blueprints #jira UE-34168 Change 3143455 on 2016/09/28 by James.Golding Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds. Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions Change 3143518 on 2016/09/28 by Jurre.deBaare Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material #fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material) #misc set texture sampling for HLOD proxy base material to clamp #jira UE-35221 Change 3143542 on 2016/09/28 by James.Golding Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if Fix comment Enable by default for FN Change 3143543 on 2016/09/28 by Benn.Gallagher Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton. Change 3143556 on 2016/09/28 by Aaron.McLeran UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE Change 3143566 on 2016/09/28 by Benn.Gallagher Readded early out alongside new ensure for catching bad preFilter shapes Change 3143568 on 2016/09/28 by Marc.Audy Fix deprecation warnings in UT Change 3143572 on 2016/09/28 by Jurre.deBaare More test content for mesh/material merging Change 3143581 on 2016/09/28 by Jurre.deBaare More content :D Change 3143585 on 2016/09/28 by Jurre.deBaare Geometry cache cleaning #misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump) #misc cleaning out unecessary code Change 3143594 on 2016/09/28 by Marc.Audy Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template #jira UE-36511 Change 3143658 on 2016/09/28 by Marc.Audy RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference #jira UE-36553 Change 3143776 on 2016/09/28 by Marc.Audy Properly reinstance child actor templates when using the fast reinstancing path #jira UE-36516 Change 3143896 on 2016/09/28 by Ori.Cohen Remove UPROPERTY on aggregate threshold which is always read from the physics settings. Change 3144022 on 2016/09/28 by Ben.Zeigler Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system Change 3144252 on 2016/09/28 by mason.seay More blueprints for child actor template testing Change 3144262 on 2016/09/28 by Mason.Seay Deleting assets Change 3144283 on 2016/09/28 by dan.reynolds AEOverview update + Sound Priority Test Change 3144411 on 2016/09/28 by dan.reynolds AEOverview end of day update and tweaks Change 3144679 on 2016/09/29 by Benn.Gallagher Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth. Change 3144856 on 2016/09/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview #jira UE-30384 Change 3144864 on 2016/09/29 by Thomas.Sarkanen Preview mesh fixes Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen). Skeleton preview meshes are now shown as empty if none is set (but a default is chosen). #jira UE-36582 - Cannot set preview mesh per-animation Change 3144865 on 2016/09/29 by Jurre.deBaare More test content Change 3144885 on 2016/09/29 by James.Golding UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor Change scale clamping in UpdateBodyScale to catch cases like (1,0,1) Change 3144903 on 2016/09/29 by Thomas.Sarkanen Deprecating StaticMesh in UStaticMeshComponent Added GetStaticMesh to access the value as read-only. SetStaticMesh is now called in all locations that used to call "StaticMesh =". Lots of fixups. #jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent Change 3145020 on 2016/09/29 by Thomas.Sarkanen Fix bounds calculations that include bones to respect LOD (and other requried bones) Sometimes bones would not be updated if we LOD switched, extending the bounds. #jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD Change 3145041 on 2016/09/29 by Jurre.deBaare Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results #fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh #misc ignore the source lightmap uv channels to reduce data #jira UE-36595 Change 3145219 on 2016/09/29 by Benn.Gallagher Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time. #jira UE-36552 Change 3145222 on 2016/09/29 by Jurre.deBaare Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash #fix on import set _all_ bone influence to 0 #jira UE-36602 Change 3145267 on 2016/09/29 by Ori.Cohen Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults. #JIRA UE-36483 Change 3145306 on 2016/09/29 by Jon.Nabozny Fixed PhAT so multiple constraints can be selected and edited properly at the same time. #JIRA: UE-31493 Change 3145342 on 2016/09/29 by Marc.Audy Do not update cull distance volumes whenever any property changes * Any movement or property change of a cull distance volume still does a global update * Any movement of a component belong to any other Actor updates only the components of that Actor * Any property change of a primitive component only updates that component #jira UE-36399 Change 3145958 on 2016/09/29 by Marc.Audy In game worlds don't auto activate components until the actor is ready to process them #jira UE-35189 Change 3146110 on 2016/09/29 by dan.reynolds AEOverview update + Soundwave Procedural Test Map Change 3146375 on 2016/09/30 by Benn.Gallagher Fixed crash saving newly created destructible mesh after material refactor. #jira UE-36619 Change 3146378 on 2016/09/30 by James.Golding UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before) Also add stat for FBodyInstance::LineTrace Change 3146379 on 2016/09/30 by James.Golding Add test assets for creating procmesh collision in non-editor builds Change 3146386 on 2016/09/30 by Thomas.Sarkanen Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance. This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used. #jira UE-36251 - Ensures showing uncompressed animations in anim blueprints Change 3146464 on 2016/09/30 by Thomas.Sarkanen Fix layered blend per bone odd/even connection counts alternately working/not working Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName. #jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs Change 3146652 on 2016/09/30 by Benn.Gallagher Fixed subinstance properties appearing in the caller's details panel as oddly named properties. #jira UE-34141 Change 3146673 on 2016/09/30 by Martin.Wilson Make RawAnimationData (and associated anim sequence data) private #jira ue-25869 Change 3146680 on 2016/09/30 by Benn.Gallagher Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node #jira UE-29847 Change 3146681 on 2016/09/30 by Benn.Gallagher Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node #jira UE-30885 Change 3146711 on 2016/09/30 by Jon.Nabozny Fix PhAT SnapConstraintToBone. #jira UE-31491 Change 3146717 on 2016/09/30 by Danny.Bouimad Adding Jurres really useful merge actor test assets to somewhere QA can get em. Change 3146738 on 2016/09/30 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #tests Editor tests with mambo pose asset #jira UE-36189 Change 3146750 on 2016/09/30 by Jurre.deBaare Material baking issue #misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture) #misc Replaced incorrect masks with _way_ better approach thanks to Martin Change 3146755 on 2016/09/30 by Jurre.deBaare Need better progress bar for HLOD #fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback #jira UE-34334 Change 3147085 on 2016/09/30 by Marc.Audy PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay) #jira UE-36632 Change 3147224 on 2016/09/30 by Martin.Wilson CIS Fix Change 3147280 on 2016/09/30 by Marc.Audy Mouse smoothing should use application frame rate, not the dilated game frame rate #jira UE-31040 Change 3147446 on 2016/09/30 by Aaron.McLeran UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly Change 3147693 on 2016/09/30 by Ben.Zeigler #jira UE-36657 If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location Change 3147697 on 2016/09/30 by Jon.Nabozny Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX #jira UE-30486 Change 3147761 on 2016/09/30 by Jon.Nabozny Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage. Change 3148533 on 2016/10/03 by Thomas.Sarkanen Fix new deprecation warnings introduced by the pull from main Change 3148567 on 2016/10/03 by Marc.Audy Fix crash when exiting PIE while a panoramic screenshot is being taken Make stereo panorama tick with the world it is operating on #jira UE-36492 Change 3148571 on 2016/10/03 by Marc.Audy Allow modification of components that are EditAnywhere but don't exist in the CDO #jira UE-36694 Change 3148607 on 2016/10/03 by Martin.Wilson Properly end notify states when we clear the anim instance on a skeletal mesh. #jira UE-32488 Change 3148711 on 2016/10/03 by Martin.Wilson Fix type in virtual bone tooltip #jira UE-36703 Change 3148746 on 2016/10/03 by Benn.Gallagher Fixed a few cases where post process and sub instance anim calls weren't being made correctly. #jira UE-36529 Change 3148807 on 2016/10/03 by Martin.Wilson Fix mismatch skeleton error when undoing virtual bone changes #jira UE-36705 Change 3148812 on 2016/10/03 by Martin.Wilson Add undo support to removing virtual bones #jira UE-36706 Change 3148975 on 2016/10/03 by Jurre.deBaare Issue with combining meshes both with/without normal maps #fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect) #misc fixed issue in function to set texture rectangle to a single colour #misc spotted comparison error Change 3148976 on 2016/10/03 by Ori.Cohen Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs #JIRA UE-36639 Change 3148991 on 2016/10/03 by Jurre.deBaare Changing LOD materials on Merged Actors Crashes Editor #fix take into account LOD that is using the material when remapping (removing duplicate) materials #jira UE-35883 Change 3148997 on 2016/10/03 by Jurre.deBaare Make sure we remove matrix samples that fall outside of the import range and remap those that are in range Change 3149002 on 2016/10/03 by Jurre.deBaare Issues with importing Alembic caches using matrix transformations #fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from Change 3149030 on 2016/10/03 by Martin.Wilson Dont show save warning on animations when we have curve data #jira UE-34145 Change 3149115 on 2016/10/03 by Mieszko.Zielinski Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4 #jira UE-35153 Change 3149186 on 2016/10/03 by Ben.Zeigler #UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it. This code is weird but this solution is better than the old version and handles inconsistent results Change 3149235 on 2016/10/03 by Martin.Wilson Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself. #jira UE-20005 Change 3149245 on 2016/10/03 by Marc.Audy Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates. Change 3149397 on 2016/10/03 by Ori.Cohen Fix collision profile writing out response values to channels that don't exist. #JIRA UE-36359 Change 3149679 on 2016/10/03 by Zak.Middleton #ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category. Change 3149929 on 2016/10/04 by Jurre.deBaare Fix for CIS errors #fix Mac didn't like undefined struct Change 3149977 on 2016/10/04 by danny.bouimad Massive update to Merge Actor test files Change 3150014 on 2016/10/04 by James.Golding UE-36686 Fix crash when slicing and not creating other section Change 3150016 on 2016/10/04 by James.Golding UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging Change 3150019 on 2016/10/04 by James.Golding UE-36737 Fix LineTraceComponent not returning face index Change 3150020 on 2016/10/04 by James.Golding UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module Change 3150027 on 2016/10/04 by Ben.Marsh Add PhysX build option into Dev-Framework. Change 3150042 on 2016/10/04 by Benn.Gallagher Fixed clothing example 1.3 collision glitches Change 3150172 on 2016/10/04 by Benn.Gallagher Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them. #jira UE-36589 Change 3150319 on 2016/10/04 by Ori.Cohen Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future. #JIRA UE-36535, UE-36504 Change 3150355 on 2016/10/04 by Zak.Middleton #ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast. Change 3150370 on 2016/10/04 by Ori.Cohen Fix deferred actors not getting flushed. Change 3150386 on 2016/10/04 by Martin.Wilson Fix additive animation check failing in cooked builds when using virtual bones #jira UE-36743 Change 3150424 on 2016/10/04 by Ori.Cohen Exclude kinematic actors from active transforms generation. Change 3150613 on 2016/10/04 by Zak.Middleton #ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject. (Mirror CL 3138304 in Orion-DevGeneral) #jira UE-36810 #tests compiled Change 3150679 on 2016/10/04 by Ben.Zeigler Crash fix with no async scene Change 3150765 on 2016/10/04 by Ben.Zeigler Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing Change 3150796 on 2016/10/04 by Marc.Audy Fix LOCTEXT warnings related to blueprint class menu options Change 3150806 on 2016/10/04 by Ben.Zeigler Fix bad text format in import error message, lead to double error Change 3150891 on 2016/10/04 by Ben.Zeigler #jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global Change 3150914 on 2016/10/04 by Marc.Audy Don't try to recreate render state if it has already been recreated while the recreate context was active #jira UE-36590 Change 3151195 on 2016/10/04 by Dan.Reynolds Updates to QASoundWaveProcedural QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing. Change 3151233 on 2016/10/04 by Ben.Zeigler #jira UE-36836 Fix variable shadowing warnings Change 3151328 on 2016/10/04 by dan.reynolds AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP Change 3151461 on 2016/10/05 by Thomas.Sarkanen Fix localization warnings #jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings Change 3151546 on 2016/10/05 by Martin.Wilson Fix pose watch regression due to persona refactor changes. #jira UE-36851 Change 3151587 on 2016/10/05 by Jurre.deBaare Updating Simplygon to SDK version 8.0 #misc removed redundant files #misc fixed landscape culling in merge actor path #misc added support for volume culling using simplygon #misc fixed when or not to use mesh data for material baking #notes Change: 3137650 Date: 23/09/2016 07:57 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: -Renamed commandline variables for ZipUtils AutomationScript -Implemented Execute instead of ExecuteBuild -Updated commandline arguments in SimplygonSwarm JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2 Change: 3137649 Date: 23/09/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Moved file hash computation to ImportObject JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4 Change: 3137646 Date: 23/09/2016 07:55 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Fixes CL3099204 EditorPerProjectUserSetting Removed ConfigRestartRequired attribute from properties where it was not required MeshUtilities -Added FProxyFailedDelegate -Extended IMeshMerging to include FProxyFailed delegate -Added ProxyGenerationFailed method to FProxyGenerationProcessor class -Setup FailedDelegate for both MeshMerging and DistributedMeshMerging SimplygonMeshReduction -Added check for invalid texture id -Updated notes and removed commented code that is not required. -Setup failed delegate -Fixed issue where image data was never hooked into the texture. -Fixed issue where texture table was never passed into casters SimplygonSwarm -Setup failed delegate -Fixed RawMesh pointer usage. -Move helper method into SimplygonSwarmHelpers.h. -Added SimplygonSwarmHelpers -Removed redundant constant path to 7-zip -Removed GetSimplygonDirectory instead using inplace. -Removed commented code that is currently not required. -Fixed Typos JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3 Change: 3099204 Date: 24/08/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Simplygon 8.0 Updates Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0 EditorPerProjectSettings *SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB *SwarmNumOfConcurrentJobs for executing number of concurrent jobs *Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK) SPL, SimplygonSwarm, RESTClient *Bumped up SPL Version to 8 *Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374 *Removed SPL Templates for version 7.0 *Added conditional logging to REST methods *Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid. *Updated method to take in texturepath SimplygonMeshReduction *Removed minimum version requirement. *Bumped up minimum version *Chagned license file name to refelect 8.0 changes *MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2 Change: 3099200 Date: 24/08/2016 07:48 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: #fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2 Change: 3099199 Date: 24/08/2016 07:47 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm. This will remove any dependency on external zip program and should work across platforms JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1 Change: 3099197 Date: 24/08/2016 07:40 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: *Speed improvements for FBX Scene Importer *Added a static method to compute Hash. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2 Change 3151664 on 2016/10/05 by Richard.Hinckley Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member. Change 3151729 on 2016/10/05 by Thomas.Sarkanen Audit of remaining NaN checks Some checks remain on in shipping (generally those called from blueprint): - AActor::TeleportTo - AActor::SetActorRelativeScale3D #jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test Change 3151742 on 2016/10/05 by Ori.Cohen Make sure that if physical animation component doesn't find a body and bone it doesn't crash. #JIRA UE-36839 Change 3151756 on 2016/10/05 by Jurre.deBaare Fixing d3dcompiler_47.dll missing issue #fix added runtime dependency and dll name to build.cs file #fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL Change 3151761 on 2016/10/05 by Thomas.Sarkanen Fix deprecation warning from last integration Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd. #jira UE-36858 - Compile UE4Editor* completed with 1 warning Change 3151782 on 2016/10/05 by Jurre.deBaare Simplygon patch up #misc linker errors popping up from JSONCPP #misc incorporated emissive material property fix from other shelve #misc static analysis fix Change 3151804 on 2016/10/05 by Marc.Audy Clear need end of frame update when unregistering a component Change 3151928 on 2016/10/05 by Ori.Cohen Fix runtime DLLs not including all delay loaded physx dll files. #JIRA UE-36816 Change 3151977 on 2016/10/05 by Martin.Wilson Notifies can no longer occupy the same time on the same track. #jira UE-30658 Change 3151989 on 2016/10/05 by Jon.Nabozny Fix ArchVis character rotation pitch when looking up/down. #jira UE-35706 Change 3152083 on 2016/10/05 by Marc.Audy Ensure that pending kill components get their marked for end of frame state cleared. Change 3152086 on 2016/10/05 by Ben.Zeigler #jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid Change 3152093 on 2016/10/05 by Marc.Audy Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load). #jira UE-36146 #jira UE-24647 Change 3152100 on 2016/10/05 by Ben.Zeigler Remove pragma optmize Change 3152112 on 2016/10/05 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072 Change 3152134 on 2016/10/05 by Jurre.deBaare Simplygon/Merge actor issues #fix for emissive output on meshes that do not have emissive properties #fix for texture binning, not removing invalid split area causing overlapped textures Change 3152136 on 2016/10/05 by James.Golding UE-36859 Fix tooltip saying you can click to stop recording Change 3152169 on 2016/10/05 by James.Golding UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh Change 3152202 on 2016/10/05 by Jurre.deBaare Mac/Linux fix Change 3152303 on 2016/10/05 by Marc.Audy Fix deprecation warning post merge from main Change 3152320 on 2016/10/05 by Martin.Wilson Fix root motion from everything calculating incorrect root motion when animations haven't been ticking #jira UE-35364 Change 3152354 on 2016/10/05 by James.Golding PoseDriver should pass through if no poses activated Change 3152357 on 2016/10/05 by James.Golding UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim. Change 3152556 on 2016/10/05 by Marc.Audy Remove autos Change 3152560 on 2016/10/05 by Marc.Audy Don't allow child actor references to be dragged from the outliner to a level script #jira UE-16700 Change 3152568 on 2016/10/05 by Marc.Audy Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters Remove deprecated bNoCollisionFail #jira UE-35928 Change 3152575 on 2016/10/05 by Marc.Audy Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move Change 3153101 on 2016/10/06 by Thomas.Sarkanen Fix crash re-opening the viewport in Persona-based editors #jira UE-36775 - Editor crashes when re-opening viewport in Persona Change 3153139 on 2016/10/06 by James.Golding UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported Change 3153160 on 2016/10/06 by Thomas.Sarkanen Fix for crash when deleting additive layer track Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr). #jira UE-36740 - Crash when removing or disabling an additive layer track in Persona Change 3153175 on 2016/10/06 by Benn.Gallagher Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed. #jira UE-36900 Change 3153223 on 2016/10/06 by Thomas.Sarkanen Fixed crash when opening an asset from the blend space editor Code was still trying to open 'old' Persona when it was disabled. Also fix other call sites where this was being done outside of asset type actions. #jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona Change 3153324 on 2016/10/06 by Thomas.Sarkanen Prevented invalid GUIDs from being saved into smart name containers AddOrFindName now checks to see if existing GUIDs are valid before using them. AddName now requires a valid GUID to be passed in. Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved. Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068). #jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset Change 3153348 on 2016/10/06 by Martin.Wilson Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor) #jira UE-36751 Change 3153426 on 2016/10/06 by Mieszko.Zielinski Added missing elements of block comments support in BT editor #UE4 Change 3153454 on 2016/10/06 by Benn.Gallagher Fixed crash using anim debug with subinstances that are preceded by branching nodes. #jira UE-36935 [CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
RefPoseGuid = AnimSeqGuid;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
bDoesAdditiveRefPoseHaveZeroScale = AnimSequence->DoesSequenceContainZeroScale();
}
return bDoesAdditiveRefPoseHaveZeroScale;
}
}
RefPoseGuid.Invalidate();
return false;
}
void FAnimationViewportClient::DisplayInfo(FCanvas* Canvas, FSceneView* View, bool bDisplayAllInfo)
{
int32 CurXOffset = 5;
int32 CurYOffset = 60;
int32 XL, YL;
StringSize( GEngine->GetSmallFont(), XL, YL, TEXT("L") );
FString InfoString;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3021292) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3016321 on 2016/06/16 by Ori.Cohen Refactor constraint instance so that we can easily swap parameters at runtime using profiles. Change 3016367 on 2016/06/16 by Marc.Audy Strip #lockdown from changelists as well Change 3016380 on 2016/06/16 by Martin.Wilson Fixes for socket copying in Persona (mode to preserve bone attachment & fix for duplicating same socket multiple times) Change 3016396 on 2016/06/16 by Zak.Middleton #ue4 - Fix bad call to RemoveAt() in FFinalPostProcessSettings::UpdateEntry() causing potential infinite loop. #jira UE-32036 Github #2504 Merging using //UE4/Dev-Framework_to_//UE4/Release-4.12 (reversed) Change 3016477 on 2016/06/16 by Marc.Audy Fix initialization order compile warning Actually initialize LastKnownScale Change 3017624 on 2016/06/17 by James.Golding - Remove DestructibleActor.h from Engine.h - Remove SkeletalMesh.h from EnginePrivate.h Change 3017657 on 2016/06/17 by Benn.Gallagher PR #2253: Fix UDestructibleComponent::AddImpulseAtLocation (Contributed by mik14a) #jira UE-29280 Change 3017658 on 2016/06/17 by Benn.Gallagher PR #1840 fixed generating patch with DestructibleMesh assets (Contributed by Pierdek) #jira UE-24231 Change 3017661 on 2016/06/17 by Benn.Gallagher Dynamic space switching for anim dynamics, also exposed a bunch of properties as optional pins. #jira UEFW-163 Change 3017914 on 2016/06/17 by James.Golding - Add WITH_EDITORONLY_DATA around ProgressiveDrawingFraction - Add number of morph targets to SkelMesh asset registry tags Change 3017915 on 2016/06/17 by James.Golding Move util to find debugged node from FAnimationViewportClient to UAnimGraphNode_SkeletalControlBase Change 3017916 on 2016/06/17 by James.Golding Remove unused FMorphTargetMap struct Change 3018038 on 2016/06/17 by Aaron.McLeran UE-32124 Crash when Deleting Concatenator Node while Playing Sound Cue Change 3018048 on 2016/06/17 by Mieszko.Zielinski Made GameplayDebugger's HUD toggling persist over tool toggling #UE4 Change 3018068 on 2016/06/17 by Mieszko.Zielinski Improved navigaiton-related condition in USceneComponent::PostUpdateNavigationData to avoid doing unnecessary work #Orion Thich change also fixes USceneComponent not working in client-side dynamic navmesh generation Change 3018529 on 2016/06/17 by Aaron.McLeran Passing in sendlist on CreateSource for xaudio2 in effort to avoid lag on AMD with CreateSourceVoice As per this thread: https://udn.unrealengine.com/questions/298497/xaudio2-setoutputvoices-lag.html Change 3018907 on 2016/06/18 by James.Golding UE-32004 Add EngineDefines.h to CameraTypes.h for WORLD_MAX Change 3019372 on 2016/06/20 by James.Golding - Initial add of OrientationDriver node - UI for importing poses from PoseAset not yet working - Add FQuat::AngularDistance Change 3019373 on 2016/06/20 by James.Golding PSD test assets Change 3019444 on 2016/06/20 by Jurre.deBaare Added advanced preview scene, this allows specific profiles to be set altering the Persona and Static mesh editor scene Change 3019565 on 2016/06/20 by Lina.Halper #anim : prioritize socket name over bone name #jira : UE-24847 Change 3019712 on 2016/06/20 by Jurre.deBaare Changed the way the advanced preview tab is spawned for Persona (otherwise would cause a crash in anim graph editor) Change 3020010 on 2016/06/20 by Aaron.McLeran Implementing CL 3019996 in Dev-Framework Proper default LPF values to avoid situation when going to area with no reverb volume Change 3020067 on 2016/06/20 by Ori.Cohen Add constraint profiles to physics assets. Change 3020110 on 2016/06/20 by Lina.Halper Github PR: mesh merge crash fix #jira : UE-19569 Change 3020167 on 2016/06/20 by Ori.Cohen Added the ability to add forces and impulses to all bodies in a skeletal mesh component. Refactored iteration of bodies below in skeletal mesh component. Change 3020324 on 2016/06/20 by Ori.Cohen Bring back cone constraint visualization, but with some improvements like colors and free vs locked. Turn on constraint visualization when drawing a skeletal mesh with constraint show flags. Change 3020342 on 2016/06/20 by Ori.Cohen Fix constraint crash when trying to wake up an actor that hasn't been added into the scene yet. #JIRA UE-32248 Change 3020349 on 2016/06/20 by mason.seay Resaving material assets Change 3020400 on 2016/06/20 by Lina.Halper Disable check single influence on LOD check - this doesn't seem to appropriate anymore #code review:Alexis.Matte Change 3020928 on 2016/06/21 by James.Golding - Move PSD test assets out of Developer folder - Add PSD test AnimBP Change 3021000 on 2016/06/21 by Ori.Cohen Remove ensure from body instance customization. This is a legit case where owner becomes stale (bp recompile for example) #JIRA UE-31445 Change 3021017 on 2016/06/21 by Ori.Cohen Help static analysis Change 3021045 on 2016/06/21 by Marc.Audy Fix regression with detachment in AActor::OnRep_AttachmentReplication #jira UE-32276 [CL 3021299 by Marc Audy in Main branch]
2016-06-21 12:37:19 -04:00
const UAssetViewerSettings* Settings = UAssetViewerSettings::Get();
const UEditorPerProjectUserSettings* PerProjectUserSettings = GetDefault<UEditorPerProjectUserSettings>();
const int32 ProfileIndex = Settings->Profiles.IsValidIndex(PerProjectUserSettings->AssetViewerProfileIndex) ? PerProjectUserSettings->AssetViewerProfileIndex : 0;
// it is weird, but unless it's completely black, it's too bright, so just making it white if only black
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3021292) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3016321 on 2016/06/16 by Ori.Cohen Refactor constraint instance so that we can easily swap parameters at runtime using profiles. Change 3016367 on 2016/06/16 by Marc.Audy Strip #lockdown from changelists as well Change 3016380 on 2016/06/16 by Martin.Wilson Fixes for socket copying in Persona (mode to preserve bone attachment & fix for duplicating same socket multiple times) Change 3016396 on 2016/06/16 by Zak.Middleton #ue4 - Fix bad call to RemoveAt() in FFinalPostProcessSettings::UpdateEntry() causing potential infinite loop. #jira UE-32036 Github #2504 Merging using //UE4/Dev-Framework_to_//UE4/Release-4.12 (reversed) Change 3016477 on 2016/06/16 by Marc.Audy Fix initialization order compile warning Actually initialize LastKnownScale Change 3017624 on 2016/06/17 by James.Golding - Remove DestructibleActor.h from Engine.h - Remove SkeletalMesh.h from EnginePrivate.h Change 3017657 on 2016/06/17 by Benn.Gallagher PR #2253: Fix UDestructibleComponent::AddImpulseAtLocation (Contributed by mik14a) #jira UE-29280 Change 3017658 on 2016/06/17 by Benn.Gallagher PR #1840 fixed generating patch with DestructibleMesh assets (Contributed by Pierdek) #jira UE-24231 Change 3017661 on 2016/06/17 by Benn.Gallagher Dynamic space switching for anim dynamics, also exposed a bunch of properties as optional pins. #jira UEFW-163 Change 3017914 on 2016/06/17 by James.Golding - Add WITH_EDITORONLY_DATA around ProgressiveDrawingFraction - Add number of morph targets to SkelMesh asset registry tags Change 3017915 on 2016/06/17 by James.Golding Move util to find debugged node from FAnimationViewportClient to UAnimGraphNode_SkeletalControlBase Change 3017916 on 2016/06/17 by James.Golding Remove unused FMorphTargetMap struct Change 3018038 on 2016/06/17 by Aaron.McLeran UE-32124 Crash when Deleting Concatenator Node while Playing Sound Cue Change 3018048 on 2016/06/17 by Mieszko.Zielinski Made GameplayDebugger's HUD toggling persist over tool toggling #UE4 Change 3018068 on 2016/06/17 by Mieszko.Zielinski Improved navigaiton-related condition in USceneComponent::PostUpdateNavigationData to avoid doing unnecessary work #Orion Thich change also fixes USceneComponent not working in client-side dynamic navmesh generation Change 3018529 on 2016/06/17 by Aaron.McLeran Passing in sendlist on CreateSource for xaudio2 in effort to avoid lag on AMD with CreateSourceVoice As per this thread: https://udn.unrealengine.com/questions/298497/xaudio2-setoutputvoices-lag.html Change 3018907 on 2016/06/18 by James.Golding UE-32004 Add EngineDefines.h to CameraTypes.h for WORLD_MAX Change 3019372 on 2016/06/20 by James.Golding - Initial add of OrientationDriver node - UI for importing poses from PoseAset not yet working - Add FQuat::AngularDistance Change 3019373 on 2016/06/20 by James.Golding PSD test assets Change 3019444 on 2016/06/20 by Jurre.deBaare Added advanced preview scene, this allows specific profiles to be set altering the Persona and Static mesh editor scene Change 3019565 on 2016/06/20 by Lina.Halper #anim : prioritize socket name over bone name #jira : UE-24847 Change 3019712 on 2016/06/20 by Jurre.deBaare Changed the way the advanced preview tab is spawned for Persona (otherwise would cause a crash in anim graph editor) Change 3020010 on 2016/06/20 by Aaron.McLeran Implementing CL 3019996 in Dev-Framework Proper default LPF values to avoid situation when going to area with no reverb volume Change 3020067 on 2016/06/20 by Ori.Cohen Add constraint profiles to physics assets. Change 3020110 on 2016/06/20 by Lina.Halper Github PR: mesh merge crash fix #jira : UE-19569 Change 3020167 on 2016/06/20 by Ori.Cohen Added the ability to add forces and impulses to all bodies in a skeletal mesh component. Refactored iteration of bodies below in skeletal mesh component. Change 3020324 on 2016/06/20 by Ori.Cohen Bring back cone constraint visualization, but with some improvements like colors and free vs locked. Turn on constraint visualization when drawing a skeletal mesh with constraint show flags. Change 3020342 on 2016/06/20 by Ori.Cohen Fix constraint crash when trying to wake up an actor that hasn't been added into the scene yet. #JIRA UE-32248 Change 3020349 on 2016/06/20 by mason.seay Resaving material assets Change 3020400 on 2016/06/20 by Lina.Halper Disable check single influence on LOD check - this doesn't seem to appropriate anymore #code review:Alexis.Matte Change 3020928 on 2016/06/21 by James.Golding - Move PSD test assets out of Developer folder - Add PSD test AnimBP Change 3021000 on 2016/06/21 by Ori.Cohen Remove ensure from body instance customization. This is a legit case where owner becomes stale (bp recompile for example) #JIRA UE-31445 Change 3021017 on 2016/06/21 by Ori.Cohen Help static analysis Change 3021045 on 2016/06/21 by Marc.Audy Fix regression with detachment in AActor::OnRep_AttachmentReplication #jira UE-32276 [CL 3021299 by Marc Audy in Main branch]
2016-06-21 12:37:19 -04:00
const FLinearColor TextColor = ((SelectedHSVColor.B < 0.3f) || (Settings->Profiles[ProfileIndex].bShowEnvironment)) ? FLinearColor::White : FLinearColor::Black;
const FColor HeadlineColour(255, 83, 0);
const FColor SubHeadlineColour(202, 66, 0);
// if not valid skeletalmesh
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if (PreviewMeshComponent == nullptr || PreviewMeshComponent->SkeletalMesh == nullptr)
{
return;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (ShouldDisplayAdditiveScaleErrorMessage())
{
InfoString = TEXT("Additve ref pose contains scales of 0.0, this can cause additive animations to not give the desired results");
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), SubHeadlineColour);
CurYOffset += YL + 2;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (PreviewMeshComponent->SkeletalMesh->MorphTargets.Num() > 0)
{
int32 SubHeadingIndent = CurXOffset + 10;
TArray<UMaterial*> ProcessedMaterials;
TArray<UMaterial*> MaterialsThatNeedMorphFlagOn;
TArray<UMaterial*> MaterialsThatNeedSaving;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
for (int i = 0; i < PreviewMeshComponent->GetNumMaterials(); ++i)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (UMaterialInterface* MaterialInterface = PreviewMeshComponent->GetMaterial(i))
{
UMaterial* Material = MaterialInterface->GetMaterial();
if ((Material != nullptr) && !ProcessedMaterials.Contains(Material))
{
ProcessedMaterials.Add(Material);
if (!Material->GetUsageByFlag(MATUSAGE_MorphTargets))
{
MaterialsThatNeedMorphFlagOn.Add(Material);
}
else if (Material->IsUsageFlagDirty(MATUSAGE_MorphTargets))
{
MaterialsThatNeedSaving.Add(Material);
}
}
}
}
if (MaterialsThatNeedMorphFlagOn.Num() > 0)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3283640) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3229011 on 2016/12/09 by Steve.Robb Licensee version updated in FWorldTileInfo::Read(). https://udn.unrealengine.com/questions/325874/fworldtileinfo-not-passing-fileversionlicenseeue4.html Change 3230493 on 2016/12/12 by Robert.Manuszewski Adding a check against assembling the reference token stream while streaming without locking GC. Change 3230515 on 2016/12/12 by Steve.Robb GetStaticEnum and GetStaticStruct removed. Various generated code tidy-ups. Change 3230522 on 2016/12/12 by Steve.Robb UHT no longer complains about bases with different prefixes. References to obsolete DependsOn removed. Change 3230528 on 2016/12/12 by Steve.Robb ReferenceChainSearch tidyups. Change 3234235 on 2016/12/14 by Robert.Manuszewski PR #2695: fix comments (Contributed by wyhily2010) Change 3234237 on 2016/12/14 by Robert.Manuszewski PR #2614: [GenericPlatformFile] New Function, GetTimeStampLocal, returns file time stamp in local time instead of UTC  Rama (Contributed by EverNewJoy) Change 3236214 on 2016/12/15 by Robert.Manuszewski PR# 1988 : Allow absolute path in -UserDir=<Path> argument (contributed by bozaro) Change 3236582 on 2016/12/15 by Robert.Manuszewski Allow commandline use in shipping builds #jira UE-24613 Change 3236591 on 2016/12/15 by Robert.Manuszewski Removed unnecessary console variable logspam #jira UE-24614 Change 3236737 on 2016/12/15 by Steve.Robb Fixes to non-contiguous enums in OSS. Change 3239686 on 2016/12/19 by Chris.Wood Fixed CompressionHelper method UE4CompressFileGZIP() that leaked a file handle when a compression error occurred (CRP v1.2.12) [UE-39910] - CrashReportProcess leaks file handles and doesn't cleanup folders after compression fails during output to S3 Change 3240687 on 2016/12/20 by Chris.Wood Improved CrashReportProcess retry logic to avoid stuck threads when CRW fails to add crashes (CRP 1.2.13) [UE-39941] - Improve CrashReportProcess retry logic when CR website returns failed response to AddCrash Request Change 3246347 on 2017/01/04 by Steve.Robb Readability, debuggability and standards improvements. Change 3249122 on 2017/01/06 by Steve.Robb Generic FPaths::Combine, allowing a mix of string argument types and unlimited arity. Change 3249580 on 2017/01/06 by Steve.Robb Fix for TArray::HeapSort when array contains pointers. See: https://answers.unrealengine.com/questions/545533/bug-heapsort-with-tarray-of-pointers-fails-to-comp.html Change 3250593 on 2017/01/09 by Robert.Manuszewski PR #3046: UE-39578: Added none to invalid filenames (Contributed by projectgheist) Change 3250596 on 2017/01/09 by Robert.Manuszewski PR #3094: Fixing typo in comments for LODColoration in BaseEngine.ini - UE-40196 (Contributed by sanjay-nambiar) Change 3250599 on 2017/01/09 by Robert.Manuszewski PR #3096: Fixed Log message in ExclusiveLoadPackageTimeTracker : UE-37583 (Contributed by sanjay-nambiar) Change 3250863 on 2017/01/09 by Steve.Robb Build configuration option to force the use of the Debug version of UnrealHeaderTool. Change 3250994 on 2017/01/09 by Ben.Zeigler Remove bad or redundant ini redirects. These did not work with the old system but were silently ignored, my new system throws warnings about them Change 3251000 on 2017/01/09 by Ben.Zeigler #jira UE-39599 Add FCoreRedirects which replaces and unifies the redirect systems in LinkerLoad, K2Node, Enum, and TaggedProperty. This fixes various bugs and makes things uniform. It will parse the previous ini files, or load out of a [CoreRedirects] section in any loaded ini file The old redirect system can be re-enabled by setting USE_CORE_REDIRECTS to 0 in CoreRedirects.h. This will be removed eventually Some refactors to pass in information needed by the new system that the old system didn't need Add LoadTimeVerbose stats for processing redirects and enable that group during -LoadTimeFile Change 3253580 on 2017/01/11 by Graeme.Thornton Added some validation of the class index in exportmap entries #jira UE-37873 Change 3253777 on 2017/01/11 by Graeme.Thornton Increase SerialSize and SerialOffset in FObjectExport to 64bits, to handle super large files #jira UE-39946 Change 3257750 on 2017/01/13 by Ben.Zeigler Fix issue where incorrectly set up animation node redirects (were ActiveClassRedirects, should have been ActiveStructRedirects) didn't work in the new redirect system because it validated more. Added backward compatibilty code and fixed some conflicts in the ini. Change 3261176 on 2017/01/17 by Ben.Zeigler #jira UE-40746 Fix redundant ini redirect #jira UE-40725 Fix section of Match3 defaultengine.ini that appears to have been accidentally duplicated from baseengine.ini several years ago Change 3261915 on 2017/01/18 by Steve.Robb Fixes to localized printf formats. Change 3262142 on 2017/01/18 by Ben.Zeigler Remove runtime code for old ActiveClassRedirects and related systems. It was already disabled and the old ini format is still parsed and converted to FCoreRedirects at runtime so there should be no functionality change. Merged the deprecated tagged property and enum redirect ini parsing into LinkerLoad, and remove the RemapImports step entirely as it's part of FixupImportMap. Change 3263596 on 2017/01/19 by Gil.Gribb UE4 - Fixed many bugs with the event driven loader and allowed it to work at boot time. Change 3263597 on 2017/01/19 by Gil.Gribb UE4 - Allowed UnrealPak to do a better job with EDL pak files when the order provided is old or from the cooker. Several minor tweaks to low level async IO stuff in support of switch experiments. Change 3263922 on 2017/01/19 by Gil.Gribb UE4 - Fixed a bug with nativized blueprints that was introduced with the boot time EDL changes. Change 3264131 on 2017/01/19 by Robert.Manuszewski Simple app to test hard to repro bugs Change 3264849 on 2017/01/19 by Ben.Zeigler Change FParse::Value to treat ) like , for parsing to handle config parsing struct format. This fixes cases where lines end with bool or FName variables that aren't written out quoted: +ClassRedirects=(OldName="LandscapeProxy",NewName="LandscapeStreamingProxy",InstanceOnly=True) Change 3265232 on 2017/01/19 by Ben.Zeigler #jira UE-39599 Finish class redirect refactor by cleaning up BaseEngine.ini Move plugin-specific redirects to new plugin ini files Move all redirects from BaseEngine.ini prior to 4.11 to native registration in FCoreRedirects. Needed to split up functions to avoid long compile times Move all redirects after 4.11 to new ini format Some related blueprint fixup code changes, these weren't cooperating well with some ini redirects Change 3265490 on 2017/01/20 by Steve.Robb Prevent engine reinstancing on hot reload. #jira UE-40765 Change 3265593 on 2017/01/20 by Gil.Gribb UE4 - Stored a copy of the callback in async read request so that we don't need to worry about lifetime so we can capture variables as needed. Also fixed race in audio streaming. Change 3266003 on 2017/01/20 by Gil.Gribb UE4 - Fixed bug which would cause a fatal error when cooking subobjects that were pending kill. Change 3267433 on 2017/01/22 by Gil.Gribb UE4 - Fixed a bug with EDL at boot time which caused a fatal error with unfired imports. Change 3267677 on 2017/01/23 by Steve.Robb Fix for whitespace before UCLASS() causing compile errors. #jira UE-24110 Change 3267685 on 2017/01/23 by Steve.Robb First pass of fixes to printf-style calls to only use TCHAR[] specifiers. Change 3267746 on 2017/01/23 by Steven.Hutton Resolve offline work Changes to repositories to support better handling of db connections. Change 3267865 on 2017/01/23 by Steve.Robb Clarification of TArray::FindLastByPredicate() and FString::FindLastCharByPredicate(). #fyi nick.darnell Change 3268075 on 2017/01/23 by Gil.Gribb UE4 - Fixed another bug with RF_PendingKill subobjects and the new loader. Change 3268447 on 2017/01/23 by Gil.Gribb Fortnite - Removed calls to ::StaticClass() before main starts; this is not allowed. Change 3269491 on 2017/01/24 by Gil.Gribb UE4 - Cancelling async loading with the EDL loader now prints a warning and does a flush instead. Change 3269492 on 2017/01/24 by Gil.Gribb UE4 - Suppressed a few EDL cook wanrings. Change 3270085 on 2017/01/24 by Gil.Gribb UE4 - Remove pak highwater spam. Change 3270089 on 2017/01/24 by Gil.Gribb UE4 - fix random bug with memory counting and some vertex buffer Change 3271246 on 2017/01/25 by Chris.Wood Fixed CrashReportProcess pipeline for Mac and Linux crashes lacking machine Ids (CRP v1.2.14) [UE-40605] - Machine ID is not being shown on the crashreporter website Change 3271827 on 2017/01/25 by Steve.Robb C4946 warning disabled in third party headers (triggers in Clang/LLVM). Change 3271874 on 2017/01/25 by Steve.Robb Fix for missing error check after header preparsing. Change 3271911 on 2017/01/25 by Steve.Robb ObjectMacros.h now automatically included by generated headers. #fyi jamie.dale Change 3273125 on 2017/01/26 by Steve.Robb Check to ensure that a .generated.h header is included by headers which have exported types, to avoid crazy compiler errors. #fyi james.golding Change 3273209 on 2017/01/26 by Steve.Robb UnrealCodeAnalyzer compilation fixes. Change 3274917 on 2017/01/27 by Steve.Robb GC disabled when recompiling child BPs, as is already the case for the parent (CL# 2731120). Now-unused field removed. Change 3279091 on 2017/01/31 by Ben.Marsh UBT: Remove code paths which assume relative paths based on a particular CWD. Use the absolute paths stored in UnrealBuildTool.RootDirectory/UnrealBuildTool.EngineDirectory instead. Change 3279195 on 2017/01/31 by Gil.Gribb Turned EDL on for orion Change 3279493 on 2017/01/31 by Ben.Zeigler #jira UE-41341 Redo redirector fixups that got undone in merge from Main Change 3280284 on 2017/01/31 by Ben.Zeigler #jira UE-41357 Fix typo in vehicle redirect. Also fix base crash when converting old content with nodes that don't exist. Fix issues with loading plugin ini files. They weren't properly "diffing" against the base/default source file so my redirect typo fix didn't propagate. Some general config system refactors on Josh's advice, and make base.ini optional if reading out of a non-standard engine directory Engine plugin ini are now BasePlugin.ini, game plugins are still DefaultPlugin.ini. Fix crash when loading old content pointing to nonexistent node type. It will still error/ensure but won't crash. Change 3280299 on 2017/01/31 by Gil.Gribb possibly fix edl at boot with orion server....though was no-repro Change 3280386 on 2017/01/31 by Ben.Zeigler Header include fixes for -nopch, fixes incremental build Change 3280557 on 2017/01/31 by Ben.Zeigler Fix Config crash. FConfigFile's copy constructor is apparently not safe and resulted in garbage memory in some cases Change 3280817 on 2017/02/01 by Steve.Robb Unused SmartCastProperty removed. Change 3280897 on 2017/02/01 by Chris.Wood Improved CRP shutdown code to abort AddCrash requests when cancel is requested (CRP v1.2.15) [UE-41338] - Fix CRP shutdown when website isn't accepting new crashes Also, improved shutdown code to try to avoid occassional exception when writing out the report index. Looks like it isn't shutting down worker threads cleanly sometimes. Added more logging to this too. Change 3280989 on 2017/02/01 by Gil.Gribb New unrealpak binaries Change 3281416 on 2017/02/01 by Michael.Trepka Updated UnrealPak binaries for Mac Change 3282457 on 2017/02/01 by Ben.Zeigler #jira UE-41425 Protect against issues with streamable manager requests recursively completing by caching the array locally. This code is safer in general in my local version so just doing a quick fix for now Change 3282619 on 2017/02/01 by Arciel.Rekman Linux: update UnrealPak. [CL 3283649 by Ben Marsh in Main branch]
2017-02-02 14:41:50 -05:00
InfoString = LOCTEXT("MorphSupportNeeded", "The following materials need morph support ('Used with Morph Targets' in material editor):").ToString();
Canvas->DrawShadowedString( CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), HeadlineColour );
CurYOffset += YL + 2;
for(auto Iter = MaterialsThatNeedMorphFlagOn.CreateIterator(); Iter; ++Iter)
{
UMaterial* Material = (*Iter);
InfoString = FString::Printf(TEXT("%s"), *Material->GetPathName());
Canvas->DrawShadowedString( SubHeadingIndent, CurYOffset, *InfoString, GEngine->GetSmallFont(), SubHeadlineColour );
CurYOffset += YL + 2;
}
CurYOffset += 2;
}
if (MaterialsThatNeedSaving.Num() > 0)
{
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3283640) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3229011 on 2016/12/09 by Steve.Robb Licensee version updated in FWorldTileInfo::Read(). https://udn.unrealengine.com/questions/325874/fworldtileinfo-not-passing-fileversionlicenseeue4.html Change 3230493 on 2016/12/12 by Robert.Manuszewski Adding a check against assembling the reference token stream while streaming without locking GC. Change 3230515 on 2016/12/12 by Steve.Robb GetStaticEnum and GetStaticStruct removed. Various generated code tidy-ups. Change 3230522 on 2016/12/12 by Steve.Robb UHT no longer complains about bases with different prefixes. References to obsolete DependsOn removed. Change 3230528 on 2016/12/12 by Steve.Robb ReferenceChainSearch tidyups. Change 3234235 on 2016/12/14 by Robert.Manuszewski PR #2695: fix comments (Contributed by wyhily2010) Change 3234237 on 2016/12/14 by Robert.Manuszewski PR #2614: [GenericPlatformFile] New Function, GetTimeStampLocal, returns file time stamp in local time instead of UTC  Rama (Contributed by EverNewJoy) Change 3236214 on 2016/12/15 by Robert.Manuszewski PR# 1988 : Allow absolute path in -UserDir=<Path> argument (contributed by bozaro) Change 3236582 on 2016/12/15 by Robert.Manuszewski Allow commandline use in shipping builds #jira UE-24613 Change 3236591 on 2016/12/15 by Robert.Manuszewski Removed unnecessary console variable logspam #jira UE-24614 Change 3236737 on 2016/12/15 by Steve.Robb Fixes to non-contiguous enums in OSS. Change 3239686 on 2016/12/19 by Chris.Wood Fixed CompressionHelper method UE4CompressFileGZIP() that leaked a file handle when a compression error occurred (CRP v1.2.12) [UE-39910] - CrashReportProcess leaks file handles and doesn't cleanup folders after compression fails during output to S3 Change 3240687 on 2016/12/20 by Chris.Wood Improved CrashReportProcess retry logic to avoid stuck threads when CRW fails to add crashes (CRP 1.2.13) [UE-39941] - Improve CrashReportProcess retry logic when CR website returns failed response to AddCrash Request Change 3246347 on 2017/01/04 by Steve.Robb Readability, debuggability and standards improvements. Change 3249122 on 2017/01/06 by Steve.Robb Generic FPaths::Combine, allowing a mix of string argument types and unlimited arity. Change 3249580 on 2017/01/06 by Steve.Robb Fix for TArray::HeapSort when array contains pointers. See: https://answers.unrealengine.com/questions/545533/bug-heapsort-with-tarray-of-pointers-fails-to-comp.html Change 3250593 on 2017/01/09 by Robert.Manuszewski PR #3046: UE-39578: Added none to invalid filenames (Contributed by projectgheist) Change 3250596 on 2017/01/09 by Robert.Manuszewski PR #3094: Fixing typo in comments for LODColoration in BaseEngine.ini - UE-40196 (Contributed by sanjay-nambiar) Change 3250599 on 2017/01/09 by Robert.Manuszewski PR #3096: Fixed Log message in ExclusiveLoadPackageTimeTracker : UE-37583 (Contributed by sanjay-nambiar) Change 3250863 on 2017/01/09 by Steve.Robb Build configuration option to force the use of the Debug version of UnrealHeaderTool. Change 3250994 on 2017/01/09 by Ben.Zeigler Remove bad or redundant ini redirects. These did not work with the old system but were silently ignored, my new system throws warnings about them Change 3251000 on 2017/01/09 by Ben.Zeigler #jira UE-39599 Add FCoreRedirects which replaces and unifies the redirect systems in LinkerLoad, K2Node, Enum, and TaggedProperty. This fixes various bugs and makes things uniform. It will parse the previous ini files, or load out of a [CoreRedirects] section in any loaded ini file The old redirect system can be re-enabled by setting USE_CORE_REDIRECTS to 0 in CoreRedirects.h. This will be removed eventually Some refactors to pass in information needed by the new system that the old system didn't need Add LoadTimeVerbose stats for processing redirects and enable that group during -LoadTimeFile Change 3253580 on 2017/01/11 by Graeme.Thornton Added some validation of the class index in exportmap entries #jira UE-37873 Change 3253777 on 2017/01/11 by Graeme.Thornton Increase SerialSize and SerialOffset in FObjectExport to 64bits, to handle super large files #jira UE-39946 Change 3257750 on 2017/01/13 by Ben.Zeigler Fix issue where incorrectly set up animation node redirects (were ActiveClassRedirects, should have been ActiveStructRedirects) didn't work in the new redirect system because it validated more. Added backward compatibilty code and fixed some conflicts in the ini. Change 3261176 on 2017/01/17 by Ben.Zeigler #jira UE-40746 Fix redundant ini redirect #jira UE-40725 Fix section of Match3 defaultengine.ini that appears to have been accidentally duplicated from baseengine.ini several years ago Change 3261915 on 2017/01/18 by Steve.Robb Fixes to localized printf formats. Change 3262142 on 2017/01/18 by Ben.Zeigler Remove runtime code for old ActiveClassRedirects and related systems. It was already disabled and the old ini format is still parsed and converted to FCoreRedirects at runtime so there should be no functionality change. Merged the deprecated tagged property and enum redirect ini parsing into LinkerLoad, and remove the RemapImports step entirely as it's part of FixupImportMap. Change 3263596 on 2017/01/19 by Gil.Gribb UE4 - Fixed many bugs with the event driven loader and allowed it to work at boot time. Change 3263597 on 2017/01/19 by Gil.Gribb UE4 - Allowed UnrealPak to do a better job with EDL pak files when the order provided is old or from the cooker. Several minor tweaks to low level async IO stuff in support of switch experiments. Change 3263922 on 2017/01/19 by Gil.Gribb UE4 - Fixed a bug with nativized blueprints that was introduced with the boot time EDL changes. Change 3264131 on 2017/01/19 by Robert.Manuszewski Simple app to test hard to repro bugs Change 3264849 on 2017/01/19 by Ben.Zeigler Change FParse::Value to treat ) like , for parsing to handle config parsing struct format. This fixes cases where lines end with bool or FName variables that aren't written out quoted: +ClassRedirects=(OldName="LandscapeProxy",NewName="LandscapeStreamingProxy",InstanceOnly=True) Change 3265232 on 2017/01/19 by Ben.Zeigler #jira UE-39599 Finish class redirect refactor by cleaning up BaseEngine.ini Move plugin-specific redirects to new plugin ini files Move all redirects from BaseEngine.ini prior to 4.11 to native registration in FCoreRedirects. Needed to split up functions to avoid long compile times Move all redirects after 4.11 to new ini format Some related blueprint fixup code changes, these weren't cooperating well with some ini redirects Change 3265490 on 2017/01/20 by Steve.Robb Prevent engine reinstancing on hot reload. #jira UE-40765 Change 3265593 on 2017/01/20 by Gil.Gribb UE4 - Stored a copy of the callback in async read request so that we don't need to worry about lifetime so we can capture variables as needed. Also fixed race in audio streaming. Change 3266003 on 2017/01/20 by Gil.Gribb UE4 - Fixed bug which would cause a fatal error when cooking subobjects that were pending kill. Change 3267433 on 2017/01/22 by Gil.Gribb UE4 - Fixed a bug with EDL at boot time which caused a fatal error with unfired imports. Change 3267677 on 2017/01/23 by Steve.Robb Fix for whitespace before UCLASS() causing compile errors. #jira UE-24110 Change 3267685 on 2017/01/23 by Steve.Robb First pass of fixes to printf-style calls to only use TCHAR[] specifiers. Change 3267746 on 2017/01/23 by Steven.Hutton Resolve offline work Changes to repositories to support better handling of db connections. Change 3267865 on 2017/01/23 by Steve.Robb Clarification of TArray::FindLastByPredicate() and FString::FindLastCharByPredicate(). #fyi nick.darnell Change 3268075 on 2017/01/23 by Gil.Gribb UE4 - Fixed another bug with RF_PendingKill subobjects and the new loader. Change 3268447 on 2017/01/23 by Gil.Gribb Fortnite - Removed calls to ::StaticClass() before main starts; this is not allowed. Change 3269491 on 2017/01/24 by Gil.Gribb UE4 - Cancelling async loading with the EDL loader now prints a warning and does a flush instead. Change 3269492 on 2017/01/24 by Gil.Gribb UE4 - Suppressed a few EDL cook wanrings. Change 3270085 on 2017/01/24 by Gil.Gribb UE4 - Remove pak highwater spam. Change 3270089 on 2017/01/24 by Gil.Gribb UE4 - fix random bug with memory counting and some vertex buffer Change 3271246 on 2017/01/25 by Chris.Wood Fixed CrashReportProcess pipeline for Mac and Linux crashes lacking machine Ids (CRP v1.2.14) [UE-40605] - Machine ID is not being shown on the crashreporter website Change 3271827 on 2017/01/25 by Steve.Robb C4946 warning disabled in third party headers (triggers in Clang/LLVM). Change 3271874 on 2017/01/25 by Steve.Robb Fix for missing error check after header preparsing. Change 3271911 on 2017/01/25 by Steve.Robb ObjectMacros.h now automatically included by generated headers. #fyi jamie.dale Change 3273125 on 2017/01/26 by Steve.Robb Check to ensure that a .generated.h header is included by headers which have exported types, to avoid crazy compiler errors. #fyi james.golding Change 3273209 on 2017/01/26 by Steve.Robb UnrealCodeAnalyzer compilation fixes. Change 3274917 on 2017/01/27 by Steve.Robb GC disabled when recompiling child BPs, as is already the case for the parent (CL# 2731120). Now-unused field removed. Change 3279091 on 2017/01/31 by Ben.Marsh UBT: Remove code paths which assume relative paths based on a particular CWD. Use the absolute paths stored in UnrealBuildTool.RootDirectory/UnrealBuildTool.EngineDirectory instead. Change 3279195 on 2017/01/31 by Gil.Gribb Turned EDL on for orion Change 3279493 on 2017/01/31 by Ben.Zeigler #jira UE-41341 Redo redirector fixups that got undone in merge from Main Change 3280284 on 2017/01/31 by Ben.Zeigler #jira UE-41357 Fix typo in vehicle redirect. Also fix base crash when converting old content with nodes that don't exist. Fix issues with loading plugin ini files. They weren't properly "diffing" against the base/default source file so my redirect typo fix didn't propagate. Some general config system refactors on Josh's advice, and make base.ini optional if reading out of a non-standard engine directory Engine plugin ini are now BasePlugin.ini, game plugins are still DefaultPlugin.ini. Fix crash when loading old content pointing to nonexistent node type. It will still error/ensure but won't crash. Change 3280299 on 2017/01/31 by Gil.Gribb possibly fix edl at boot with orion server....though was no-repro Change 3280386 on 2017/01/31 by Ben.Zeigler Header include fixes for -nopch, fixes incremental build Change 3280557 on 2017/01/31 by Ben.Zeigler Fix Config crash. FConfigFile's copy constructor is apparently not safe and resulted in garbage memory in some cases Change 3280817 on 2017/02/01 by Steve.Robb Unused SmartCastProperty removed. Change 3280897 on 2017/02/01 by Chris.Wood Improved CRP shutdown code to abort AddCrash requests when cancel is requested (CRP v1.2.15) [UE-41338] - Fix CRP shutdown when website isn't accepting new crashes Also, improved shutdown code to try to avoid occassional exception when writing out the report index. Looks like it isn't shutting down worker threads cleanly sometimes. Added more logging to this too. Change 3280989 on 2017/02/01 by Gil.Gribb New unrealpak binaries Change 3281416 on 2017/02/01 by Michael.Trepka Updated UnrealPak binaries for Mac Change 3282457 on 2017/02/01 by Ben.Zeigler #jira UE-41425 Protect against issues with streamable manager requests recursively completing by caching the array locally. This code is safer in general in my local version so just doing a quick fix for now Change 3282619 on 2017/02/01 by Arciel.Rekman Linux: update UnrealPak. [CL 3283649 by Ben Marsh in Main branch]
2017-02-02 14:41:50 -05:00
InfoString = LOCTEXT("MaterialsNeedSaving", "The following materials need saving to fully support morph targets:").ToString();
Canvas->DrawShadowedString( CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), HeadlineColour );
CurYOffset += YL + 2;
for(auto Iter = MaterialsThatNeedSaving.CreateIterator(); Iter; ++Iter)
{
UMaterial* Material = (*Iter);
InfoString = FString::Printf(TEXT("%s"), *Material->GetPathName());
Canvas->DrawShadowedString( SubHeadingIndent, CurYOffset, *InfoString, GEngine->GetSmallFont(), SubHeadlineColour );
CurYOffset += YL + 2;
}
CurYOffset += 2;
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UAnimPreviewInstance* PreviewInstance = PreviewMeshComponent->PreviewInstance;
if( PreviewInstance )
{
// see if you have anim sequence that has transform curves
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2720406 on 2015/10/07 by Aaron.McLeran Audio optimization Don't search for nearest listener if there's only 1 listener. Change 2720411 on 2015/10/07 by Aaron.McLeran Fixing HRTF spatialization code with recent changes to stereo spatialization. HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates. Change 2723829 on 2015/10/09 by Mieszko.Zielinski Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4 UE-21880 Change 2723873 on 2015/10/09 by Mieszko.Zielinski Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4 UE-21977 Change 2724834 on 2015/10/12 by Ori.Cohen PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk) Change 2724850 on 2015/10/12 by Marc.Audy Fix sound not restarting in matinee preview when jumping back along timeline after reaching end #codereview Nick.Darnell Change 2726499 on 2015/10/13 by Ori.Cohen Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1 Change 2726689 on 2015/10/13 by Marc.Audy Make UPackage::PackageFlags private Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor #codereview Mike.Fricker Change 2726862 on 2015/10/13 by Lukasz.Furman removed unused code from DetourNavMeshQuery #ue4 UE-21988 Change 2726888 on 2015/10/13 by Lukasz.Furman fixed observer abort: both mode in behavior tree's cone check decorator #ue4 UE-19375 Change 2726913 on 2015/10/13 by Lukasz.Furman navmesh raycast will use nearest poly containing ray origin instead of just closest one #ue4 UE-19334 Change 2726920 on 2015/10/13 by Marc.Audy Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName #codereview Dmitriy.Dyomin, Bob.Tellez Change 2726931 on 2015/10/13 by Lukasz.Furman fixed missing Tick event in aborting behavior tree tasks from abandoned subtree #ue4 UE-21777 Change 2728093 on 2015/10/14 by Ori.Cohen Fix edge case of sphyl scale take two. The previous approach did double scaling Change 2728577 on 2015/10/14 by Mieszko.Zielinski Improved navmesh labeling condition #UE4 Change suggested by github user #rb Lukasz.Furman Change 2728587 on 2015/10/14 by Lukasz.Furman fixed crowd simulation for auto possessed pawns placed on level #ue4 #rb Mieszko.Zielinski Change 2728629 on 2015/10/14 by Lukasz.Furman fixed influence of navmesh edges on crowd simulation near end of path #ue4 UE-21380 #rb Mieszko.Zielinski Change 2728678 on 2015/10/14 by Lukasz.Furman added Z check to detour's crowd avoidance segment gathering #ue4 UE-20889 #rb Mieszko.Zielinski Change 2728745 on 2015/10/14 by Lukasz.Furman fixed copy&paste operation in behavior tree's composite decorators subgraphs #ue4 UE-18740 Change 2729276 on 2015/10/14 by Stan.Melax ensure all actors get recreated with new collision shape specification. this wasn't being done for a couple of editing methods. todo: this should be merged into 4.10 #UE-20961 #rb ori.cohen Change 2730709 on 2015/10/15 by Marc.Audy Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions #rb Lina.Halper Change 2733590 on 2015/10/19 by Benn.Gallagher Fixed various crashes when using undo and redo while manipulating state machines UE 22088 Change 2735143 on 2015/10/20 by Lukasz.Furman clearing behavior tree debugger's state when displayed subtree becomes inactive #ue4 #rb Mieszko.Zielinski Change 2735144 on 2015/10/20 by Lukasz.Furman rebuilding behavior tree graph node order when node is being moved #ue4 #rb Mieszko.Zielinski Change 2735403 on 2015/10/20 by sebastian.kowalczyk Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform). Change 2736406 on 2015/10/21 by sebastian.kowalczyk Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon. Change 2736436 on 2015/10/21 by sebastian.kowalczyk Fixed crash in gameplay debugger with player set as debug target. Change 2736437 on 2015/10/21 by sebastian.kowalczyk Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet). Change 2736489 on 2015/10/21 by sebastian.kowalczyk Hide internal and debug hud classes from drop down lists. Change 2736504 on 2015/10/21 by sebastian.kowalczyk Fix for UE-18548 "EnableGDT does not work correctly in PIE". Change 2736529 on 2015/10/21 by sebastian.kowalczyk Fixed UE-18548 "EnableGDT does not work correctly in PIE" Change 2736588 on 2015/10/21 by sebastian.kowalczyk Removed old log visualizer classes. Change 2736700 on 2015/10/21 by sebastian.kowalczyk Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module. Change 2737180 on 2015/10/21 by Zak.Middleton #ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits. #rb Aaron.Mcleran #jira UE-22436 Change 2738084 on 2015/10/22 by sebastian.kowalczyk Better indication of selected pawn for Gameplay Debugger. Change 2738413 on 2015/10/22 by Marc.Audy Disable duplication of worlds/maps via the content browser #jira UE-22200 #rb James.Golding Change 2739743 on 2015/10/23 by bruce.nesbit UE-18707 - Issue with drawing material triangle on canvas #1387 Added DrawTriangleUsingVertexColor Change 2739751 on 2015/10/23 by bruce.nesbit Revised bShowDebugForReticleTarget should not be static #1539 Change 2739788 on 2015/10/23 by bruce.nesbit Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor Fixed compile error Change 2739870 on 2015/10/23 by Marc.Audy Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself. #jira UE-22362 #rb Zak.Middleton Change 2739882 on 2015/10/23 by sebastian.kowalczyk Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue. Change 2740140 on 2015/10/23 by Marc.Audy Ensure that components reregister tick functions after seamless travel #jira UE-20892 #rb Zak.Middleton Change 2740614 on 2015/10/23 by Ori.Cohen Fix linker issues for people wanting to use physics lock lambdas Change 2740674 on 2015/10/23 by Aaron.McLeran Sound Focus Feature Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener - Define the min/max azimuth angle to establish in-focus and non-focus regions - Can scale the priority of a sound based on focus angle - Can attenuate the volume of a sound based on focus angle - Can scale the listener-emitter distance based on focus angle - Distance scale is applied when determining max audible distance for USoundBase - Can opt-out of focus effects for a sound at the USoundBase level #rb Ryan.Vance Change 2741542 on 2015/10/26 by Lukasz.Furman lowered min value clamping in navigation filter properties #ue4 #rb Mieszko.Zielinski Change 2743227 on 2015/10/27 by Marc.Audy Make ASceneCaptureCube subclassable outside of Engine module #jira UE-22609 Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module #jira UE-22610 #rb Jeff.Farris Change 2743255 on 2015/10/27 by Marc.Audy Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor #rb Jeff.Farris Change 2743729 on 2015/10/27 by Ori.Cohen Fix case where we spawn and adjust location which gives us implicit velocity. #codereview Stan.Melax Change 2746135 on 2015/10/29 by sebastian.kowalczyk Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work." Change 2746437 on 2015/10/29 by Lukasz.Furman pass on verifying behavior tree stack before accessing its elements #ue4 #rb Mieszko.Zielinski Change 2748028 on 2015/10/30 by sebastian.kowalczyk Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ. Change 2748184 on 2015/10/30 by Aaron.McLeran UE-22693 Fix for streaming bug - 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio. - Wasn't able to repro the 'cannot read chunk' part of the bug #rb ryan.vance Change 2749255 on 2015/10/31 by sebastian.kowalczyk Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD. Change 2749276 on 2015/10/31 by sebastian.kowalczyk Added switch to toggle highlight of selected actor to GameplayDebugger. Change 2749318 on 2015/10/31 by sebastian.kowalczyk New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project). Change 2749337 on 2015/10/31 by sebastian.kowalczyk Fixed GameplayDebugger compilation in shipping/test builds. Change 2749376 on 2015/10/31 by sebastian.kowalczyk Small clean-up in gameplay debugger class for BT. Change 2749931 on 2015/11/02 by James.Golding Add stats to ProcMeshComp Change 2749932 on 2015/11/02 by James.Golding Remove PhysicsThrusterComponent.h from Engine.h Change 2749960 on 2015/11/02 by James.Golding - Fix PS4 compile errors in ActiveSound.cpp - Constructor order of FActiveSound - Shadowed AudioComponent var in CheckOcclusion #RB thomas.sarkanen #codereview aaron.mcleran Change 2749961 on 2015/11/02 by James.Golding Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp - Shadowed DefaultContext function param, now just Context, which matches declaration #RB thomas.sarkanen #codereview sebastian.kowalczyk Change 2750026 on 2015/11/02 by Thomas.Sarkanen Anim Multithreading: thread-safety refactor Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways: - Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal. - Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access. - Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily). Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc. Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays). Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand. Many changes are due to substituting accessor functions for direct variable access. Removed 'service' tick group as we no longer need to segregate the running of our parallel update. Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this. Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private). #rb Martin.Wilson,Lina.Halper #codereview Michael.Noland Change 2750077 on 2015/11/02 by Marc.Audy Expose UInputComponent::BindAction that supports WithKey delegate signature Change 2751767 on 2015/11/03 by Thomas.Sarkanen Added extra support to Anim Blueprint 'fast-path' Added support for negated bools (value gets negated during copy). Added support for copying from struct members (via break struct) and split struct pins. Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often. #rb Martin.Wilson Change 2752158 on 2015/11/03 by Jeff.Farris Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns. #rb marc.audy Change 2752159 on 2015/11/03 by Jeff.Farris Improvements to camera lens effects to (EmitterCameraLensEffectBase) - can now specify a transform to align the emitter with the camera - exposed several key parameters to Blueprints - ENGINE_API now applies to the entire class #rb marc.audy Change 2753454 on 2015/11/04 by Thomas.Sarkanen Fixup deprecation warnings fallout from multithreaded update changes. Fixed up use of AnimInstance in Vicon plugin. Fixed up use of AnimInstance in slope warping node. Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right'). Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction. #rb Martin.Wilson Change 2754099 on 2015/11/04 by Ori.Cohen Fix for task threads dropping stats (from Gil) #rb Gil.Gribb Change 2754449 on 2015/11/04 by Marc.Audy Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks #jira UE-20853 Reorganize some booleans to get better bit packing #rb Jeff.Farris #codereview Mieszko.Zielinski Change 2754573 on 2015/11/04 by Aaron.McLeran Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f Change 2755345 on 2015/11/05 by Thomas.Sarkanen Added deprecated constructors for various animation contexts Allows existing code to compile if it creates its own contexts from UAnimInstance. #rb James.Golding Change 2755348 on 2015/11/05 by James.Golding Add BP-exposed SetBoundsScale function to PrimitiveComponent #RB thomas.sarkanen Change 2755437 on 2015/11/05 by Marc.Audy Fix compile errors #codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran Change 2755982 on 2015/11/05 by Marc.Audy Move HeaderParse changes for deprecation macro from Core Fix world settings warning Change 2756028 on 2015/11/05 by Marc.Audy Fix shadow variable issue Change 2756090 on 2015/11/05 by Ori.Cohen Improve budget tool so that task threads are computed automatically. #rb Gil.Gribb Change 2756120 on 2015/11/05 by Mieszko.Zielinski Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4 #rb Lukasz.Furman Change 2756243 on 2015/11/05 by Mieszko.Zielinski Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4 The old way was resulting in false positives when for example observer teleported somewhere far #rb Lukasz.Furman #codereview John.Abercrombie Change 2756280 on 2015/11/05 by Mieszko.Zielinski Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4 #rb Lukasz.Furman Change 2756500 on 2015/11/05 by Mieszko.Zielinski Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4 Also, refactored its parameters into references over pointers. #rb Lukasz.Furman Change 2757041 on 2015/11/06 by Thomas.Sarkanen Removed check() in UAnimInstance::GetProxyOnAnyThread() The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway. #rb James.Golding Change 2757207 on 2015/11/06 by Ori.Cohen Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation #rb Lina.Halper Change 2757238 on 2015/11/06 by Marc.Audy Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled. #rb Mike.Fricker Change 2757284 on 2015/11/06 by Stan.Melax tapered capsule drawing cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres. (this was already code reviewed before, but missed the check-in window before streamtime) #rb ori.cohen Change 2757743 on 2015/11/06 by Lukasz.Furman fixed node memory allocations for injected behavior tree decorators #ue4 UE-22783 #rb Mieszko.Zielinski Change 2757772 on 2015/11/06 by Lukasz.Furman added setters for crowd avoidance #ue4 UE-22785 #rb Mieszko.Zielinski Change 2758422 on 2015/11/07 by Lina.Halper Potential fix for invalid root bone index input #jira :/UE-23086 #code review: Ori.Cohen Change 2758429 on 2015/11/07 by Mieszko.Zielinski Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4 #jira UE-23089 Change 2758571 on 2015/11/08 by Mieszko.Zielinski Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4 #jira UE-23080 Change 2758821 on 2015/11/09 by Thomas.Sarkanen Fixed animations no longer playing when using a dedicated server. Uses correct logic to determine whether we are running as a server or not. #rb Martin.Wilson Change 2758920 on 2015/11/09 by Marc.Audy Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize #rb Lina.Halper Change 2758944 on 2015/11/09 by Ori.Cohen Fix crash when stats are only on one thread and budget mode is used Change 2758967 on 2015/11/09 by Benn.Gallagher Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence. #jira UE-22963 Change 2758973 on 2015/11/09 by Benn.Gallagher Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating. #rb Bruce.Nesbit Change 2759219 on 2015/11/09 by Ori.Cohen Character perf test is now looking at stats directly and sending to analytics #RB Ben.Salem Change 2759398 on 2015/11/09 by Lina.Halper Fix issue where placed montages are not playing. - the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage #code review: Thomas.Sarkanen #RB: Marc.Audy Change 2759491 on 2015/11/09 by Lina.Halper #Anim: Fix not getting input correctly for Copy Pose node #RB: Marc.Audy Change 2759602 on 2015/11/09 by Marc.Audy Fix imporperly named struct Change 2759795 on 2015/11/09 by Aaron.McLeran UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing. #rb zak.middleton Change 2760081 on 2015/11/09 by Aaron.McLeran UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio. OmniDirectional Math Explanation: For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0. So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map. If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity). The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF. Note: I do not think we need to square the OmniRadius in: Emitter.InnerRadius = OmniRadius*OmniRadius; But I am keeping it t here because of legacy content which depends on that behavior. #rb zak.middleton hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework Re-instated deleted protected functions in UAnimInstance. Fixed access of UAnimInstance in FAnimNode_StateMachine. #rb Martin.Wilson Change 2760407 on 2015/11/10 by Jurre.deBaare Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals) Change 2760468 on 2015/11/10 by Benn.Gallagher Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits. #rb Graeme.Thornton Change 2760613 on 2015/11/10 by Jeff.Farris Fixed async collision completion delegate potentially firing repeatedly. (UE-23149) #cr marc.audy #codereview lina.halper Change 2760795 on 2015/11/10 by Marc.Audy Don't compile in pointless AddReferencedObjects when with editoronly data not defined Minor coding standard cleanup (NULL and auto) Change 2760848 on 2015/11/10 by Benn.Gallagher Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code. #jira UE-23164 #rb Martin.Wilson Change 2760866 on 2015/11/10 by Marc.Audy Manage transient visualization components for camera component in the same way that sprite component for other actor components are #rb Mike.Beach Change 2760963 on 2015/11/10 by Marc.Audy Since construction script can cause actors to be spawned don't use a ranged for to iterate #jira UE-22639 #rb Jeff.Farris #codereview Dmitriy.Dyomin Change 2762297 on 2015/11/11 by James.Golding UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created) #rb martin.wilson #codereview ori.cohen, lina.halper Change 2763566 on 2015/11/11 by Lina.Halper FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint. #RB: Laurent.Delayen Change 2763926 on 2015/11/12 by Thomas.Sarkanen Fix anim notifies not firing from single anim instances UE-23248 - Anim Notifies are not working for Animation Sequences UE-23249 - Anim Notifies using Sound Cues do not work #rb James.Golding Change 2764039 on 2015/11/12 by Jurre.deBaare Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper Change 2764307 on 2015/11/12 by Jurre.deBaare VS2015 SSF library Change 2764314 on 2015/11/12 by Stan.Melax crashfix was putting bad bodies to sleep at start Fatal error! Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000 UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875] On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies. Added check to ensure physx body exists before trying to force it to sleep. not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road". #codereview ori.cohen Change 2764343 on 2015/11/12 by Jurre.deBaare - Fixed crash when building a LOD with SubActors.Num < 2 - Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build - LODActor tree view item now scrolls into view if selected in the world - Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default - Added 7zip files - Fixed issue with WinINet complaining about http-request without 'http://' prefix - Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions) - Override texture sizes and automatic texture bias - Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data. - Now incorporate static meshes with opague materials into HLOD merging - Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled - Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component) - Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD) - Added ENUM for texture scaling/resizing type that has to be applied while merging the materials - Added detail customization class for FMaterialProxySettings #rb James.Golding [CL 2765024 by Marc Audy in Main branch]
2015-11-12 18:11:48 -05:00
UAnimSequence* Sequence = Cast<UAnimSequence>(PreviewInstance->GetCurrentAsset());
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
if (Sequence)
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
if (Sequence->DoesNeedRebake())
{
InfoString = TEXT("Animation is being edited. To apply to raw animation data, click \"Apply\"");
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), SubHeadlineColour);
CurYOffset += YL + 2;
}
if (Sequence->DoesNeedRecompress())
{
InfoString = TEXT("Animation is being edited. To apply to compressed data (and recalculate baked additives), click \"Apply\"");
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), SubHeadlineColour);
CurYOffset += YL + 2;
}
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (PreviewMeshComponent->IsUsingInGameBounds())
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (!PreviewMeshComponent->CheckIfBoundsAreCorrrect())
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if( PreviewMeshComponent->GetPhysicsAsset() == NULL )
{
InfoString = FString::Printf( *LOCTEXT("NeedToSetupPhysicsAssetForAccurateBounds", "You may need to setup Physics Asset to use more accurate bounds").ToString() );
}
else
{
InfoString = FString::Printf( *LOCTEXT("NeedToSetupBoundsInPhysicsAsset", "You need to setup bounds in Physics Asset to include whole mesh").ToString() );
}
Canvas->DrawShadowedString( CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor );
CurYOffset += YL + 2;
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (PreviewMeshComponent != NULL && PreviewMeshComponent->MeshObject != NULL)
{
if (bDisplayAllInfo)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FSkeletalMeshResource* SkelMeshResource = PreviewMeshComponent->GetSkeletalMeshResource();
check(SkelMeshResource);
// Draw stats about the mesh
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
const FBoxSphereBounds& SkelBounds = PreviewMeshComponent->Bounds;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
const float ScreenSize = ComputeBoundsScreenSize(SkelBounds.Origin, SkelBounds.SphereRadius, *View);
int32 NumBonesInUse;
int32 NumBonesMappedToVerts;
int32 NumSectionsInUse;
FString WeightUsage;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
const int32 LODIndex = FMath::Clamp(PreviewMeshComponent->PredictedLODLevel, 0, SkelMeshResource->LODModels.Num() - 1);
FStaticLODModel& LODModel = SkelMeshResource->LODModels[LODIndex];
NumBonesInUse = LODModel.RequiredBones.Num();
NumBonesMappedToVerts = LODModel.ActiveBoneIndices.Num();
NumSectionsInUse = LODModel.Sections.Num();
// Calculate polys based on non clothing sections so we don't duplicate the counts.
uint32 NumTotalTriangles = 0;
int32 NumSections = LODModel.NumNonClothingSections();
for(int32 SectionIndex = 0; SectionIndex < NumSections; SectionIndex++)
{
NumTotalTriangles += LODModel.Sections[SectionIndex].NumTriangles;
}
InfoString = FString::Printf(TEXT("LOD: %d, Bones: %d (Mapped to Vertices: %d), Polys: %d"),
LODIndex,
NumBonesInUse,
NumBonesMappedToVerts,
NumTotalTriangles);
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
InfoString = FString::Printf(TEXT("Current Screen Size: %3.2f, FOV:%3.0f"), ScreenSize, ViewFOV);
CurYOffset += YL + 2;
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor);
CurYOffset += 1; // --
for (int32 SectionIndex = 0; SectionIndex < LODModel.Sections.Num(); SectionIndex++)
{
int32 SectionVerts = LODModel.Sections[SectionIndex].GetNumVertices();
InfoString = FString::Printf(TEXT(" [Section %d] Verts:%d, Bones:%d"),
SectionIndex,
SectionVerts,
LODModel.Sections[SectionIndex].BoneMap.Num()
);
CurYOffset += YL + 2;
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor*0.8f);
}
InfoString = FString::Printf(TEXT("TOTAL Verts:%d"),
LODModel.NumVertices);
CurYOffset += 1; // --
CurYOffset += YL + 2;
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor);
InfoString = FString::Printf(TEXT("Sections:%d %s"),
NumSectionsInUse,
*WeightUsage
);
CurYOffset += YL + 2;
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (PreviewMeshComponent->BonesOfInterest.Num() > 0)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
int32 BoneIndex = PreviewMeshComponent->BonesOfInterest[0];
FTransform ReferenceTransform = PreviewMeshComponent->SkeletalMesh->RefSkeleton.GetRefBonePose()[BoneIndex];
FTransform LocalTransform = PreviewMeshComponent->BoneSpaceTransforms[BoneIndex];
FTransform ComponentTransform = PreviewMeshComponent->GetComponentSpaceTransforms()[BoneIndex];
CurYOffset += YL + 2;
InfoString = FString::Printf(TEXT("Local :%s"), *LocalTransform.ToString());
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor);
CurYOffset += YL + 2;
InfoString = FString::Printf(TEXT("Component :%s"), *ComponentTransform.ToString());
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor);
CurYOffset += YL + 2;
InfoString = FString::Printf(TEXT("Reference :%s"), *ReferenceTransform.ToString());
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor);
}
CurYOffset += YL + 2;
InfoString = FString::Printf(TEXT("Approximate Size: %ix%ix%i"),
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FMath::RoundToInt(PreviewMeshComponent->Bounds.BoxExtent.X * 2.0f),
FMath::RoundToInt(PreviewMeshComponent->Bounds.BoxExtent.Y * 2.0f),
FMath::RoundToInt(PreviewMeshComponent->Bounds.BoxExtent.Z * 2.0f));
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
uint32 NumNotiesWithErrors = PreviewMeshComponent->AnimNotifyErrors.Num();
for (uint32 i = 0; i < NumNotiesWithErrors; ++i)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
uint32 NumErrors = PreviewMeshComponent->AnimNotifyErrors[i].Errors.Num();
for (uint32 ErrorIdx = 0; ErrorIdx < NumErrors; ++ErrorIdx)
{
CurYOffset += YL + 2;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *PreviewMeshComponent->AnimNotifyErrors[i].Errors[ErrorIdx], GEngine->GetSmallFont(), FLinearColor(1.0f, 0.0f, 0.0f, 1.0f));
}
}
}
else // simplified default display info to be same as static mesh editor
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FSkeletalMeshResource* SkelMeshResource = PreviewMeshComponent->GetSkeletalMeshResource();
check(SkelMeshResource);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
const int32 LODIndex = FMath::Clamp(PreviewMeshComponent->PredictedLODLevel, 0, SkelMeshResource->LODModels.Num() - 1);
FStaticLODModel& LODModel = SkelMeshResource->LODModels[LODIndex];
// Current LOD
InfoString = FString::Printf(TEXT("LOD: %d"), LODIndex);
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor);
// current screen size
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
const FBoxSphereBounds& SkelBounds = PreviewMeshComponent->Bounds;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
const float ScreenSize = ComputeBoundsScreenSize(SkelBounds.Origin, SkelBounds.SphereRadius, *View);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2825716 on 2016/01/12 by Marc.Audy Fix GrabDebugSnapshot virtual function definitions in Ocean Change 2828462 on 2016/01/14 by Marc.Audy Back out changelist 2825716 Change 3153526 on 2016/10/06 by Zak.Middleton #ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration. Related to OR-14528. Change 3153580 on 2016/10/06 by Benn.Gallagher Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings. #jira UE-36588 Change 3154264 on 2016/10/06 by Aaron.McLeran UE-37004 UE-37005 Fixing stat soundwaves Change 3154560 on 2016/10/07 by James.Golding UE-20739 Fix auto box in Morph Target Preview panel Change 3154776 on 2016/10/07 by Ben.Zeigler #Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more. Change 3154954 on 2016/10/07 by Ben.Zeigler Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set. Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly. Removed the Category map from gameplay tags, games are using other systems to do translateable text. Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality Change 3154955 on 2016/10/07 by Ben.Zeigler Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types Change 3154995 on 2016/10/07 by Aaron.McLeran UE-37012 fix compile issue Change 3155009 on 2016/10/07 by Aaron.McLeran UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp - Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere. Change 3155128 on 2016/10/07 by Ben.Zeigler Add old location of GameplayTagsEditor to junk manifest Change 3155268 on 2016/10/07 by Aaron.McLeran UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions Change 3155561 on 2016/10/07 by Ben.Zeigler GameplayTag fixes made based on code review feedback: Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library Remove direct access to the tag container internals as it has always been unsafe Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large Fix case where comparing two containers with the tags in different orders would fail Remove deprecated serialization entirely, print error when trying to load very old tags Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them Change 3155842 on 2016/10/07 by dan.reynolds AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets Change 3156779 on 2016/10/10 by Richard.Hinckley Fixing/reordering comments for basic types. Change 3156926 on 2016/10/10 by Ben.Zeigler Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries Change 3156998 on 2016/10/10 by Jon.Nabozny Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue. Change 3158732 on 2016/10/11 by Zak.Middleton #ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction. #jira UE-28610 Change 3159208 on 2016/10/11 by dan.reynolds Added ancillary SoundClass Passive Mix Modifier Duration Test map Change 3159211 on 2016/10/11 by Aaron.McLeran UE-37193 Fixing passive sound mix modifier Change 3159278 on 2016/10/11 by dan.reynolds AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes. Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint Change 3159596 on 2016/10/12 by danny.bouimad Updates to TM-Meshbake Change 3159629 on 2016/10/12 by James.Golding Add ModifyCurve anim node Make GetPinAssociatedProperty const correct Change 3159705 on 2016/10/12 by James.Golding Add 'ApplyMode' and 'Alpha' options to ModifyCurve node Change 3159959 on 2016/10/12 by John.Abercrombie Integrate CL 3159892 from //Fortnite/Main/... Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing #ue4 Change 3160014 on 2016/10/12 by Lukasz.Furman pass on gameplay debugger in Simulate in Editor mode #jira UE-36123 Change 3160027 on 2016/10/12 by Lukasz.Furman fixed behavior tree task restart conditions copy of CL 3159145 #ue4 Change 3160129 on 2016/10/12 by Lukasz.Furman gameplay debugger refactor: removed deprecated code #ue4 Change 3160389 on 2016/10/12 by Lukasz.Furman added missing include path to gameplay debugger module #ue4 Change 3160408 on 2016/10/12 by Lukasz.Furman refactored sanity checks in gameplay debugger EdMode to keep static analysis happy #ue4 Change 3161143 on 2016/10/13 by James.Golding UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error Change 3161227 on 2016/10/13 by danny.bouimad More changes to meshmergemap Change 3161777 on 2016/10/13 by Ben.Zeigler API changes for GameplayTag and Container, and fix Redirect loading Remove Match type and empty count as match bool from common API In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage. Change 3162095 on 2016/10/13 by Jon.Nabozny Fix bad default screen resolution in Platformer Game. #jira UE-34901 Change 3163351 on 2016/10/14 by Marc.Audy Avoid duplicate accessor calls Change 3163364 on 2016/10/14 by Marc.Audy Eliminate auto Use ForEachObjectWithOuter Change 3163367 on 2016/10/14 by Marc.Audy Use ForEachObjectWithOuter instead of GetObjectsWithOuter Change 3163500 on 2016/10/14 by Marc.Audy When using SetCullDistance property for static meshes correctly update the cached value #jira UE-36891 Change 3163674 on 2016/10/14 by Jon.Nabozny #rn Fix popping in OnRep_ReplicatedAnimMontage. #jira UE-37056 Change 3164818 on 2016/10/17 by Ori.Cohen Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll. Change 3164903 on 2016/10/17 by Lukasz.Furman fixed bug in merging behavior tree searches #ue4 Change 3165236 on 2016/10/17 by dan.reynolds Fixes and tweaks based on feedback: - Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load - Fixed Blueprint Control map to stop test when the player leaves the zone - Fixed Blueprint Contorl map typos Change 3165323 on 2016/10/17 by Aaron.McLeran PS4 Audio Streaming - Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming) - Wrote an AT9 real-time decoder module (will be used in audio mixer) - Enabled streaming on PS4 platform - Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer) - Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread - Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack - Fixed up error handling code in Ngs2 so it actually reports real errors Change 3165997 on 2016/10/18 by Richard.Hinckley Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues. Change 3166220 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors - Changing include of appropriate file to not be in #if WITH_ENGINE block Change 3166262 on 2016/10/18 by Aaron.McLeran UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class. Change 3166562 on 2016/10/18 by Aaron.McLeran UE-37441 Fixing compile on Mac - Renamed FFormatChunk to FRiffFormatChunk Change 3166653 on 2016/10/18 by Aaron.McLeran UE-37442 Build Tools Win64 completes with 28 errors Change 3166917 on 2016/10/18 by Aaron.McLeran UE-37502 Initializing missed data members in FNgs2SoundSource constructor Change 3167329 on 2016/10/19 by Benn.Gallagher Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates. #jira UE-37500 Change 3167575 on 2016/10/19 by Jon.Nabozny #rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode. #jira UE-37082 Change 3168079 on 2016/10/19 by Ori.Cohen Fix timing issue that causes snapshotpose to t-pose. #JIRA UE-37476 Change 3168392 on 2016/10/19 by dan.reynolds Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances. Change 3169121 on 2016/10/20 by danny.bouimad Updates to Merge actor assets Change 3169128 on 2016/10/20 by Danny.Bouimad files Change 3169230 on 2016/10/20 by Lina.Halper #improved log message Change 3169243 on 2016/10/20 by Ben.Zeigler #jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup. Add code to automatically convert from make/break struct nodes to native call function if there is a native override. This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak. Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped Add specific fixups for GameplayTag make/break functions Change 3169422 on 2016/10/20 by Aaron.McLeran UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features Change 3169620 on 2016/10/20 by Ben.Zeigler Switch GameplayTagTests to use the new Custom test macro and better failure reporting. Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works. Change 3169622 on 2016/10/20 by Ben.Zeigler Fix swapped HasAny logic and bad comments Change 3169645 on 2016/10/20 by Aaron.McLeran Re-adding call to Stop source Change 3169664 on 2016/10/20 by dan.reynolds AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive. Change 3169997 on 2016/10/20 by Ben.Zeigler Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger Change 3170796 on 2016/10/21 by Marc.Audy PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus) #jira UE-37632 Change 3170802 on 2016/10/21 by Lina.Halper #ANIM: curve can link to joints - this allows to filter certain curves per LOD - when the joint is discarded -> refactored editor object tracker to allow multiple per class -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices - layer bone support #jira: UEFW-207 Change 3170857 on 2016/10/21 by Aaron.McLeran Disabling checking for device change Change 3171101 on 2016/10/21 by Ben.Zeigler Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty() Engine fixups for those changes Change 3171102 on 2016/10/21 by Ben.Zeigler Internal game fixups for tag deprecation Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them Some minor changes for Ocean Change 3171186 on 2016/10/21 by Ben.Zeigler File got missed in checkin Change 3171239 on 2016/10/21 by Wes.Hunt TPSAudit updates. * Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked. * Don't skip Content folders * Don't skip Engine\Documentation\HTML * Skip any Content\Localization folders instead of only Engine\Content\Localization * Skip any Content\Internationalization folders * Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files. * if a file has no extension (like configure files) then treat the filename as the extension * configure files are treated like shell files Change 3171245 on 2016/10/21 by Ben.Zeigler Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones. I am not sure why StaticFindObject is unsafe during save. Change 3171248 on 2016/10/21 by Wes.Hunt TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging. Change 3171256 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171258 on 2016/10/21 by Wes.Hunt ModuleManager shutdown fixes. * ShutdownModule is now called in reverse order to when StartupModule is FINISHED. * This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule. * HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback. * Added comments to Module headers to indicate this new change in behavior. * Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine. Change 3171946 on 2016/10/24 by Lina.Halper Fix so that it checks all the joints before removing Change 3172126 on 2016/10/24 by Lukasz.Furman added navlink component #ue4 Change 3172152 on 2016/10/24 by Jon.Nabozny Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps. UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti. #jira UE-36472 Change 3172364 on 2016/10/24 by Ben.Zeigler Codereview fixes for tag changes. Make Tag->Container constructor explicit to avoid bugs Fix some cases that were using exact to allow parents instead Change 3173442 on 2016/10/25 by Jon.Nabozny Fixed crash when opening Anim asset after retargetting. Change 3174123 on 2016/10/25 by Ben.Zeigler Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI. Change 3174394 on 2016/10/25 by dan.reynolds AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long). Change 3175197 on 2016/10/26 by Wes.Hunt Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust. #codereivew: sam.zamani,dmitry.rekman,josh.markiewicz Change 3175236 on 2016/10/26 by Jon.Nabozny Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points. Either segment may be considered a point if it's two points have a distance that's nearly 0. #jira UE-19251 Change 3175256 on 2016/10/26 by Jon.Nabozny Fix CIS for SegmentDistToSegmentSafe change. Change 3175379 on 2016/10/26 by Jon.Nabozny Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component. #jira UE-37582 Change 3175408 on 2016/10/26 by Marc.Audy AudioThreading improvements: Fix PS4 core 6 issue Add timeout spam Radical simplification Fix suspension CVar #authors Gil.Gribb/Marc.Audy #jira OR-30447 Change 3175535 on 2016/10/26 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266 Change 3175539 on 2016/10/26 by Marc.Audy Restore affinity for AudioThread and allow it on to 7th (rather than pinning it) Change 3175631 on 2016/10/26 by Marc.Audy Fix silly compile error Change 3175639 on 2016/10/26 by Aaron.McLeran Fixing audio device removal code - Flipping active sources to virtual mode - Handling initializing sources that have become virtual - Not stopping sounds when device is unplugged Change 3175665 on 2016/10/26 by dan.reynolds AEOverview update - Added a Streaming Overview sub test (Streaming Spam) Change 3175934 on 2016/10/26 by dan.reynolds AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms Change 3175941 on 2016/10/26 by Marc.Audy Fix compiler error after merge from Main Change 3176378 on 2016/10/27 by Jon.Nabozny Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation. Change 3176441 on 2016/10/27 by Jon.Nabozny Fix another CIS issue with SegmentDistToSegmentSafe change. Change 3176487 on 2016/10/27 by Jon.Nabozny Hide DemoRecorder from the scoreboard in ShooterGame. #jira UE-37492 Change 3176616 on 2016/10/27 by Lukasz.Furman optimized behavior tree debugger update in subtrees #jira UE-29029 Change 3176717 on 2016/10/27 by james.cobbett Test asset for UE-37270 Change 3176731 on 2016/10/27 by dan.reynolds AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case Change 3176887 on 2016/10/27 by Aaron.McLeran UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop - Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback #tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix. Change 3177053 on 2016/10/27 by Marc.Audy Actually reattach previously attached actors when creating a child actor #jira UE-37675 Change 3177113 on 2016/10/27 by Aaron.McLeran UE-37906 Fixing stat sounds when the audio thread is enabled. Change 3177536 on 2016/10/27 by Aaron.McLeran Updating QASoundWaveProcedural to support stereo procedural sound wave generation. Change 3177551 on 2016/10/27 by dan.reynolds AEOverview update - Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals - Added STRMOverviewStreamPriority to test Streaming Voice Priority Change 3177819 on 2016/10/28 by Thomas.Sarkanen Consolidated LOD screen size calculations Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0. HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes. Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version. Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution. Auto LOD now uses the same functionality to determine what LOD thresholds to use. #tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets. #tests Verified that HLOD distance->screen size and inverse functions map correctly #tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method Change 3177996 on 2016/10/28 by Marc.Audy Support play button on SoundCues as well as SoundWaves Change 3178013 on 2016/10/28 by Marc.Audy Allow previewing of force feedback effects from content browser #jira UE-36388 Change 3178020 on 2016/10/28 by Lukasz.Furman fixed navmesh wall segment calculations for crowds #jira UE-37893 Change 3178096 on 2016/10/28 by Marc.Audy Make ALevelSequenceActor::Tick call Super #jira UE-37932 Change 3178247 on 2016/10/28 by Zak.Middleton #ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward. UE-37902 Change 3178256 on 2016/10/28 by Zak.Middleton #ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server. Change 3178263 on 2016/10/28 by Ben.Zeigler Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable. This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds Clean up FLinker::Serialize, as it is no longer called except to get memory size Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles. Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table Change 3178265 on 2016/10/28 by Ben.Zeigler Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places. Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments Migrate QAGame's tag config as a test Change 3178266 on 2016/10/28 by Lina.Halper Fix issue with anim editor sound play notify doesn't work with follow option #jira: UE-37946 Change 3178441 on 2016/10/28 by Ben.Zeigler Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear Change 3178443 on 2016/10/28 by Ben.Zeigler Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches Change 3178533 on 2016/10/28 by Ben.Zeigler Build fix Change 3178655 on 2016/10/28 by Ben.Zeigler Build fix Change 3178672 on 2016/10/28 by Lina.Halper Unshelved from changelist '3164228': PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma) #jira: UE-37372 Change 3178675 on 2016/10/28 by Ben.Zeigler Crash fix if you have no defaultengine.ini redirects section Change 3178698 on 2016/10/28 by Ben.Zeigler #jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13 Change 3178743 on 2016/10/28 by Lina.Halper Fixed so that if no key, it clamps to 0. #jira: UE-36790 Change 3179121 on 2016/10/28 by dan.reynolds AEOverview tweaks - updated Concurrency map to tighten up the audio playback (as in James C's feedback) - tweaked some timers to be closer to real-time Change 3179912 on 2016/10/31 by Mieszko.Zielinski Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4 Change 3179933 on 2016/10/31 by Lukasz.Furman fixed missing update timers in avoidance manager #ue4 Change 3180028 on 2016/10/31 by Ben.Zeigler #jira UE-373993 Fix crash with bad default value for objects Change 3180503 on 2016/10/31 by mason.seay Test map for character spawning bug Change 3180744 on 2016/10/31 by Ben.Zeigler #jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager Change 3180914 on 2016/10/31 by Ben.Zeigler #jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support Add handler for editing a gameplaytag asset from asset browser Change 3181879 on 2016/11/01 by Marc.Audy Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds #jira UE-38055 [CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
InfoString = FString::Printf(TEXT("Current Screen Size: %3.2f"), ScreenSize);
CurYOffset += YL + 2;
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor);
// Triangles
uint32 NumTotalTriangles = 0;
int32 NumSections = LODModel.NumNonClothingSections();
for (int32 SectionIndex = 0; SectionIndex < NumSections; SectionIndex++)
{
NumTotalTriangles += LODModel.Sections[SectionIndex].NumTriangles;
}
InfoString = FString::Printf(TEXT("Triangles: %d"), NumTotalTriangles);
CurYOffset += YL + 2;
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor);
// Vertices
InfoString = FString::Printf(TEXT("Vertices: %d"), LODModel.NumVertices);
CurYOffset += YL + 2;
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor);
// UV Channels
InfoString = FString::Printf(TEXT("UV Channels: %d"), LODModel.NumTexCoords);
CurYOffset += YL + 2;
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor);
// Approx Size
CurYOffset += YL + 2;
InfoString = FString::Printf(TEXT("Approx Size: %ix%ix%i"),
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FMath::RoundToInt(PreviewMeshComponent->Bounds.BoxExtent.X * 2.0f),
FMath::RoundToInt(PreviewMeshComponent->Bounds.BoxExtent.Y * 2.0f),
FMath::RoundToInt(PreviewMeshComponent->Bounds.BoxExtent.Z * 2.0f));
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), TextColor);
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (PreviewMeshComponent->SectionIndexPreview != INDEX_NONE)
{
// Notify the user if they are isolating a mesh section.
CurYOffset += YL + 2;
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3283640) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3229011 on 2016/12/09 by Steve.Robb Licensee version updated in FWorldTileInfo::Read(). https://udn.unrealengine.com/questions/325874/fworldtileinfo-not-passing-fileversionlicenseeue4.html Change 3230493 on 2016/12/12 by Robert.Manuszewski Adding a check against assembling the reference token stream while streaming without locking GC. Change 3230515 on 2016/12/12 by Steve.Robb GetStaticEnum and GetStaticStruct removed. Various generated code tidy-ups. Change 3230522 on 2016/12/12 by Steve.Robb UHT no longer complains about bases with different prefixes. References to obsolete DependsOn removed. Change 3230528 on 2016/12/12 by Steve.Robb ReferenceChainSearch tidyups. Change 3234235 on 2016/12/14 by Robert.Manuszewski PR #2695: fix comments (Contributed by wyhily2010) Change 3234237 on 2016/12/14 by Robert.Manuszewski PR #2614: [GenericPlatformFile] New Function, GetTimeStampLocal, returns file time stamp in local time instead of UTC  Rama (Contributed by EverNewJoy) Change 3236214 on 2016/12/15 by Robert.Manuszewski PR# 1988 : Allow absolute path in -UserDir=<Path> argument (contributed by bozaro) Change 3236582 on 2016/12/15 by Robert.Manuszewski Allow commandline use in shipping builds #jira UE-24613 Change 3236591 on 2016/12/15 by Robert.Manuszewski Removed unnecessary console variable logspam #jira UE-24614 Change 3236737 on 2016/12/15 by Steve.Robb Fixes to non-contiguous enums in OSS. Change 3239686 on 2016/12/19 by Chris.Wood Fixed CompressionHelper method UE4CompressFileGZIP() that leaked a file handle when a compression error occurred (CRP v1.2.12) [UE-39910] - CrashReportProcess leaks file handles and doesn't cleanup folders after compression fails during output to S3 Change 3240687 on 2016/12/20 by Chris.Wood Improved CrashReportProcess retry logic to avoid stuck threads when CRW fails to add crashes (CRP 1.2.13) [UE-39941] - Improve CrashReportProcess retry logic when CR website returns failed response to AddCrash Request Change 3246347 on 2017/01/04 by Steve.Robb Readability, debuggability and standards improvements. Change 3249122 on 2017/01/06 by Steve.Robb Generic FPaths::Combine, allowing a mix of string argument types and unlimited arity. Change 3249580 on 2017/01/06 by Steve.Robb Fix for TArray::HeapSort when array contains pointers. See: https://answers.unrealengine.com/questions/545533/bug-heapsort-with-tarray-of-pointers-fails-to-comp.html Change 3250593 on 2017/01/09 by Robert.Manuszewski PR #3046: UE-39578: Added none to invalid filenames (Contributed by projectgheist) Change 3250596 on 2017/01/09 by Robert.Manuszewski PR #3094: Fixing typo in comments for LODColoration in BaseEngine.ini - UE-40196 (Contributed by sanjay-nambiar) Change 3250599 on 2017/01/09 by Robert.Manuszewski PR #3096: Fixed Log message in ExclusiveLoadPackageTimeTracker : UE-37583 (Contributed by sanjay-nambiar) Change 3250863 on 2017/01/09 by Steve.Robb Build configuration option to force the use of the Debug version of UnrealHeaderTool. Change 3250994 on 2017/01/09 by Ben.Zeigler Remove bad or redundant ini redirects. These did not work with the old system but were silently ignored, my new system throws warnings about them Change 3251000 on 2017/01/09 by Ben.Zeigler #jira UE-39599 Add FCoreRedirects which replaces and unifies the redirect systems in LinkerLoad, K2Node, Enum, and TaggedProperty. This fixes various bugs and makes things uniform. It will parse the previous ini files, or load out of a [CoreRedirects] section in any loaded ini file The old redirect system can be re-enabled by setting USE_CORE_REDIRECTS to 0 in CoreRedirects.h. This will be removed eventually Some refactors to pass in information needed by the new system that the old system didn't need Add LoadTimeVerbose stats for processing redirects and enable that group during -LoadTimeFile Change 3253580 on 2017/01/11 by Graeme.Thornton Added some validation of the class index in exportmap entries #jira UE-37873 Change 3253777 on 2017/01/11 by Graeme.Thornton Increase SerialSize and SerialOffset in FObjectExport to 64bits, to handle super large files #jira UE-39946 Change 3257750 on 2017/01/13 by Ben.Zeigler Fix issue where incorrectly set up animation node redirects (were ActiveClassRedirects, should have been ActiveStructRedirects) didn't work in the new redirect system because it validated more. Added backward compatibilty code and fixed some conflicts in the ini. Change 3261176 on 2017/01/17 by Ben.Zeigler #jira UE-40746 Fix redundant ini redirect #jira UE-40725 Fix section of Match3 defaultengine.ini that appears to have been accidentally duplicated from baseengine.ini several years ago Change 3261915 on 2017/01/18 by Steve.Robb Fixes to localized printf formats. Change 3262142 on 2017/01/18 by Ben.Zeigler Remove runtime code for old ActiveClassRedirects and related systems. It was already disabled and the old ini format is still parsed and converted to FCoreRedirects at runtime so there should be no functionality change. Merged the deprecated tagged property and enum redirect ini parsing into LinkerLoad, and remove the RemapImports step entirely as it's part of FixupImportMap. Change 3263596 on 2017/01/19 by Gil.Gribb UE4 - Fixed many bugs with the event driven loader and allowed it to work at boot time. Change 3263597 on 2017/01/19 by Gil.Gribb UE4 - Allowed UnrealPak to do a better job with EDL pak files when the order provided is old or from the cooker. Several minor tweaks to low level async IO stuff in support of switch experiments. Change 3263922 on 2017/01/19 by Gil.Gribb UE4 - Fixed a bug with nativized blueprints that was introduced with the boot time EDL changes. Change 3264131 on 2017/01/19 by Robert.Manuszewski Simple app to test hard to repro bugs Change 3264849 on 2017/01/19 by Ben.Zeigler Change FParse::Value to treat ) like , for parsing to handle config parsing struct format. This fixes cases where lines end with bool or FName variables that aren't written out quoted: +ClassRedirects=(OldName="LandscapeProxy",NewName="LandscapeStreamingProxy",InstanceOnly=True) Change 3265232 on 2017/01/19 by Ben.Zeigler #jira UE-39599 Finish class redirect refactor by cleaning up BaseEngine.ini Move plugin-specific redirects to new plugin ini files Move all redirects from BaseEngine.ini prior to 4.11 to native registration in FCoreRedirects. Needed to split up functions to avoid long compile times Move all redirects after 4.11 to new ini format Some related blueprint fixup code changes, these weren't cooperating well with some ini redirects Change 3265490 on 2017/01/20 by Steve.Robb Prevent engine reinstancing on hot reload. #jira UE-40765 Change 3265593 on 2017/01/20 by Gil.Gribb UE4 - Stored a copy of the callback in async read request so that we don't need to worry about lifetime so we can capture variables as needed. Also fixed race in audio streaming. Change 3266003 on 2017/01/20 by Gil.Gribb UE4 - Fixed bug which would cause a fatal error when cooking subobjects that were pending kill. Change 3267433 on 2017/01/22 by Gil.Gribb UE4 - Fixed a bug with EDL at boot time which caused a fatal error with unfired imports. Change 3267677 on 2017/01/23 by Steve.Robb Fix for whitespace before UCLASS() causing compile errors. #jira UE-24110 Change 3267685 on 2017/01/23 by Steve.Robb First pass of fixes to printf-style calls to only use TCHAR[] specifiers. Change 3267746 on 2017/01/23 by Steven.Hutton Resolve offline work Changes to repositories to support better handling of db connections. Change 3267865 on 2017/01/23 by Steve.Robb Clarification of TArray::FindLastByPredicate() and FString::FindLastCharByPredicate(). #fyi nick.darnell Change 3268075 on 2017/01/23 by Gil.Gribb UE4 - Fixed another bug with RF_PendingKill subobjects and the new loader. Change 3268447 on 2017/01/23 by Gil.Gribb Fortnite - Removed calls to ::StaticClass() before main starts; this is not allowed. Change 3269491 on 2017/01/24 by Gil.Gribb UE4 - Cancelling async loading with the EDL loader now prints a warning and does a flush instead. Change 3269492 on 2017/01/24 by Gil.Gribb UE4 - Suppressed a few EDL cook wanrings. Change 3270085 on 2017/01/24 by Gil.Gribb UE4 - Remove pak highwater spam. Change 3270089 on 2017/01/24 by Gil.Gribb UE4 - fix random bug with memory counting and some vertex buffer Change 3271246 on 2017/01/25 by Chris.Wood Fixed CrashReportProcess pipeline for Mac and Linux crashes lacking machine Ids (CRP v1.2.14) [UE-40605] - Machine ID is not being shown on the crashreporter website Change 3271827 on 2017/01/25 by Steve.Robb C4946 warning disabled in third party headers (triggers in Clang/LLVM). Change 3271874 on 2017/01/25 by Steve.Robb Fix for missing error check after header preparsing. Change 3271911 on 2017/01/25 by Steve.Robb ObjectMacros.h now automatically included by generated headers. #fyi jamie.dale Change 3273125 on 2017/01/26 by Steve.Robb Check to ensure that a .generated.h header is included by headers which have exported types, to avoid crazy compiler errors. #fyi james.golding Change 3273209 on 2017/01/26 by Steve.Robb UnrealCodeAnalyzer compilation fixes. Change 3274917 on 2017/01/27 by Steve.Robb GC disabled when recompiling child BPs, as is already the case for the parent (CL# 2731120). Now-unused field removed. Change 3279091 on 2017/01/31 by Ben.Marsh UBT: Remove code paths which assume relative paths based on a particular CWD. Use the absolute paths stored in UnrealBuildTool.RootDirectory/UnrealBuildTool.EngineDirectory instead. Change 3279195 on 2017/01/31 by Gil.Gribb Turned EDL on for orion Change 3279493 on 2017/01/31 by Ben.Zeigler #jira UE-41341 Redo redirector fixups that got undone in merge from Main Change 3280284 on 2017/01/31 by Ben.Zeigler #jira UE-41357 Fix typo in vehicle redirect. Also fix base crash when converting old content with nodes that don't exist. Fix issues with loading plugin ini files. They weren't properly "diffing" against the base/default source file so my redirect typo fix didn't propagate. Some general config system refactors on Josh's advice, and make base.ini optional if reading out of a non-standard engine directory Engine plugin ini are now BasePlugin.ini, game plugins are still DefaultPlugin.ini. Fix crash when loading old content pointing to nonexistent node type. It will still error/ensure but won't crash. Change 3280299 on 2017/01/31 by Gil.Gribb possibly fix edl at boot with orion server....though was no-repro Change 3280386 on 2017/01/31 by Ben.Zeigler Header include fixes for -nopch, fixes incremental build Change 3280557 on 2017/01/31 by Ben.Zeigler Fix Config crash. FConfigFile's copy constructor is apparently not safe and resulted in garbage memory in some cases Change 3280817 on 2017/02/01 by Steve.Robb Unused SmartCastProperty removed. Change 3280897 on 2017/02/01 by Chris.Wood Improved CRP shutdown code to abort AddCrash requests when cancel is requested (CRP v1.2.15) [UE-41338] - Fix CRP shutdown when website isn't accepting new crashes Also, improved shutdown code to try to avoid occassional exception when writing out the report index. Looks like it isn't shutting down worker threads cleanly sometimes. Added more logging to this too. Change 3280989 on 2017/02/01 by Gil.Gribb New unrealpak binaries Change 3281416 on 2017/02/01 by Michael.Trepka Updated UnrealPak binaries for Mac Change 3282457 on 2017/02/01 by Ben.Zeigler #jira UE-41425 Protect against issues with streamable manager requests recursively completing by caching the array locally. This code is safer in general in my local version so just doing a quick fix for now Change 3282619 on 2017/02/01 by Arciel.Rekman Linux: update UnrealPak. [CL 3283649 by Ben Marsh in Main branch]
2017-02-02 14:41:50 -05:00
InfoString = LOCTEXT("MeshSectionsHiddenWarning", "Mesh Sections Hidden").ToString();
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), SubHeadlineColour);
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3341527) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3280282 on 2017/01/31 by Matt.Kuhlenschmidt GitHub 3171 : fix 'memoreport -full' causes ensure condition fail on particle object Change 3281111 on 2017/02/01 by Michael.Dupuis #jira UE-36318 : was'nt notifying that we changed the current level in the case where you add/create new level in the Level window Change 3281225 on 2017/02/01 by Jamie.Dale Several improvements to culture switching and LocRes files - LocRes files now de-duplicate translations when they're generated, which can result in smaller LocRes files. - The localization compilation step now produces a LocNat file, which contains meta-data specifying the native culture during compile, and where the native LocRes file can be found. - Changing cultures now loads the native localization data prior to loading the non-native translations to ensure that translations are always applied to a consistent base. - The "leet" culture (available when localization testing is enabled) is now always applied against the native translation, and correctly restores non-translated text when switching away from the "leet" culture. - "-culture=leet" now works correctly on the command line ("-leet" also works). - LoadLocalizationResourcesForCulture is no longer called multiple times during initialization of the text localization manager. - General clean-up of localization code to favor using LocKeyFuncs with maps and sets, rather than rolling their own key funcs. Change 3281291 on 2017/02/01 by Alexis.Matte Make sure the sections material slot assignation is persist correctly for staticmesh and for skeletal mesh #jira UE-39639 Change 3281718 on 2017/02/01 by Michael.Dupuis #jira UE-34186: invert processing order of special character, to take into account that key name could be considered a special character and would cause the assumption done to no longer be valid Change 3281861 on 2017/02/01 by Alexis.Matte Fix import of morph target when there is no animation #jira UE-41383 Change 3282791 on 2017/02/02 by Chris.Wood Split crash analytics methods to fix comment parsing issues. [UE-32787] - Document Crash Report Client analytics events in code Change 3283316 on 2017/02/02 by Alexis.Matte Make sure we do not import more then the maximum allowed node #jira UE-41405 Change 3283349 on 2017/02/02 by Jamie.Dale Updated Portal to stage its .locnat files Change 3283927 on 2017/02/02 by Matt.Kuhlenschmidt Fix component/actor selection becoming out of sync after undo/redo #jira UE-41416 Change 3284061 on 2017/02/02 by Alexis.Matte Fix the scene importer front x axis import #jira UE-41318 Change 3284280 on 2017/02/02 by Alex.Delesky #jira UE-41060 - Placing blocking volumes in the level via the Content Menu's "Place Actor" command will now place a blocking volume in the level and not generate an empty warning in the output log Change 3285053 on 2017/02/03 by Michael.Dupuis #jira UE-33777: Handle the global landscape editor ui command list so specified shortcut will be treated Change 3285444 on 2017/02/03 by Jamie.Dale Updated FastDecimalFormat to support the correct 0-9 numerals for the current locale These are typically still Latin, but Middle Eastern languages have some variants. This addresses an inconsistency between FText formatting of numbers and dates (since numbers always used Latin, but dates used the culture correct numerals). Change 3287422 on 2017/02/06 by Michael.Dupuis #jira UE-36580: Improved the whole word algo to take into consideration localisation Change 3287455 on 2017/02/06 by Alexis.Matte When swaping the mesh point by the mesh component, we noe clean up the override material instead of empty it. #jira UE-41397 Change 3287745 on 2017/02/06 by Alexis.Matte Merge from orion dev-general cl:3286668 Fix a crash when importing a LOD containing different material with less sections Change 3287996 on 2017/02/06 by Michael.Dupuis #jira UE-37290: fixed naming to be "move to level" instead of "move level" Change 3288090 on 2017/02/06 by Jamie.Dale Fixing missing include breaking the FText natvis Change 3288105 on 2017/02/06 by Jamie.Dale FTextStringHelper::ReadFromString_ComplexText now only looks at the start of the buffer when matching the complex text macros Change 3288150 on 2017/02/06 by Jamie.Dale Fixing display names for tutorial categories so that they can be localized They were already FText, but the config wasn't defining them in a localizable way. #jira UE-37926 Change 3288469 on 2017/02/06 by Alex.Delesky #jira UE-35464 - Enables the editor to parse SubRip Subtitles files to create subtitle assets. This also introduces the Subtitles module. Change 3288540 on 2017/02/06 by Alex.Delesky Backing out changelist 3288469 due to build issue with module includes #jira none Change 3289074 on 2017/02/06 by Alex.Delesky Back out changelist 3288540 - reintroducing Subtitles module to parse SubRip Subtitles files #jira UE-35464 Change 3289753 on 2017/02/07 by Michael.Dupuis #jira UE-34599: Take into consideration UMaterialExpressionMaterialFunctionCall when getting the GUID Change 3290097 on 2017/02/07 by Nick.Darnell Automation - The automation framework no longer buckets errors, warnings and log statements into a seperate set of buckets. There is now only one log, and all entries go into it to provide some context when things fail. Continued working on the styling of the reports. Change 3290182 on 2017/02/07 by Michael.Trepka Added missing initialization for SWindow::bIsMirrorWindow Change 3290472 on 2017/02/07 by Michael.Dupuis #jira UE-37358: Add reference list in the dialog for all delete type Change 3290513 on 2017/02/07 by Michael.Dupuis #jira UE-37958: was testing the trailing number 0 twice and never testing the 1 Change 3290543 on 2017/02/07 by Michael.Dupuis #jira UE-35931: Refresh detail panel on selection lost Change 3290581 on 2017/02/07 by Michael.Dupuis Fixed possible crash if we have no level blueprint specified (was crashing during the delete of an actor) Change 3290721 on 2017/02/07 by Michael.Dupuis #jira UE-40360: Pass the custom spawning struct which contain the level override into to the spawn function Change 3291958 on 2017/02/08 by Alexis.Matte Back out revision 26 from //UE4/Dev-Editor/Engine/Source/Developer/AssetTools/Private/AssetTools.cpp Change 3292017 on 2017/02/08 by Alexis.Matte Add some fbx automation tests to validate material re-import Change 3292030 on 2017/02/08 by Michael.Dupuis #jira UE-37958: was testing the trailing number 0 twice and never testing the 1 Change 3293062 on 2017/02/08 by Jamie.Dale Reduced the number of allocations that happen when rebuilding text This change removes the wasteful FTextHistory::ToText function and replaces it with two more specialized functions; FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString. These new functions return an FString (for the display string), rather than an FText (which was simply mined for its display string). Simply avoiding going via an FText saves at least two allocations per-rebuild. Changes: - Removed FTextHistory::ToText and replaced it with FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString. - Moved the localization aware chronological and transformation implementations into FTextChronoFormatter and FTextTransformer. These return an FString which avoids an FText allocation during rebuild, and is simply passed into an FText during normal FText usage. - Moved FText::AsDate, FText::AsDateTime, FText::AsTime, FText::ToUpper, and FText::ToLower into Text.cpp, and these now use FTextChronoFormatter and FTextTransformer from the common text implementation. - Moved FText::AsTimespan into Text.cpp. This had no dependency on ICU, so this is now the common text implementation. - Added FTextFormatter::FormatStr variants. FTextFormatter::Format calls these FTextFormatter::FormatStr versions internally, and they're also used during text rebuilding (saving not only an FText allocation, but also a container copy). - Removed FText::CreateNumericalText and FText::CreateChronologicalText as they were mostly superfluous. - General update from using MakeShareable to MakeShared (saving 1 allocation). - General clean-up of L10N/I18N class friendship. #jira UE-41533 Change 3293292 on 2017/02/08 by Alex.Delesky Performing some cleanup in the Subtitles module, and creating a SubtitlesEditor module for the subtitles asset factories since it causes issue in client builds. Change 3293477 on 2017/02/08 by Jamie.Dale Fixed TProperty::InitializeValueInternal and TProperty::DestroyValueInternal mismatch when dealing with fixed size arrays #jira UE-41007 Change 3293571 on 2017/02/08 by Matt.Kuhlenschmidt Fix lots of outline data being added to the font cache due to wrongly hashing outline material and color data. Change 3293572 on 2017/02/08 by Matt.Kuhlenschmidt Fix details panel categories in the static mesh editor Change 3294216 on 2017/02/09 by Michael.Dupuis #jira UE-40609: manually position the window based on it'S max possible size #3128 GitHub Change 3294430 on 2017/02/09 by Jamie.Dale Kerning-only text shaping no longer draws characters to get their metrics It now goes via the low-level FT caches like HarfBuzz does. Change 3294588 on 2017/02/09 by Alexis.Matte If we remove a LODGroup from baseengine.ini, the fbx importer UI will now be able to recover in case the last fbx import was done with the just removed LODGroup Change 3294847 on 2017/02/09 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3295093 on 2017/02/09 by Arciel.Rekman Linux: fix Setup.sh not working in paths with space (UE-41819). Change 3295205 on 2017/02/09 by Matt.Kuhlenschmidt Fix material UV's no longer working om 9 slice elements Change 3295816 on 2017/02/09 by Arciel.Rekman Linux: fix starting programs from a path with space. Change 3296129 on 2017/02/09 by Arciel.Rekman Linux i686: changes necessary to compile BlankProgram. - Added new architecture to UBT. - Fixed system headers. - Added third party libs for i686: - jemalloc - elftoolchain - zlib - SDL2 - libc++ Change 3296564 on 2017/02/10 by Jamie.Dale Cleaned up PO comment preservation Change 3296694 on 2017/02/10 by Jamie.Dale AllocateNameEntry now takes TCharType* rather than void* and cast Change 3296744 on 2017/02/10 by Jamie.Dale Moved the PO DOM from UnrealEd to Internationalization Change 3297250 on 2017/02/10 by Jamie.Dale Split the PO import/export pipeline out of the commandlet Change 3297420 on 2017/02/10 by Alexis.Matte Add Isolate and highlight feature for the material panel in the staticmesh and the skeletal editor. #jira UE-38985 Change 3297594 on 2017/02/10 by Alexis.Matte When importing from fbx a static mesh with find material anywhere, the next LODs import by the user will create new material entries instead of using the existing one. Change 3297752 on 2017/02/10 by Arciel.Rekman i686 support: more third party libs. - libcurl - OpenSSL - libpng - libvorbis - libogg - libopus Change 3297754 on 2017/02/10 by Arciel.Rekman i686 support: PhysX Change 3297922 on 2017/02/10 by Alexis.Matte When importing a new LOD to a staticmesh, the data source file is not anymore wipe or change to the last fbx import filename. Change 3298330 on 2017/02/10 by Arciel.Rekman i686: missing libcurl. Change 3298620 on 2017/02/11 by Jamie.Dale FLocTextHelper improvements - It can now support non-standard target layouts (where the native and foreign cultures are in different locations - see FLocTextTargetPaths). - The XForeignArchive functions are now more strict, and *only* accept foreign cultures (use the XArchive functions instead if you're using both native and foreign cultures as parameters). Change 3299293 on 2017/02/13 by Matt.Kuhlenschmidt PR #3241: UE-41870: Add quotes when passing through the directory path (Contributed by projectgheist) Change 3299299 on 2017/02/13 by Matt.Kuhlenschmidt PR #3224: Git plugin: fix git autodetection and add error message (Contributed by SRombauts) Change 3299391 on 2017/02/13 by Matt.Kuhlenschmidt Fix material instances being marked dirty when opening #jira UE-41721, UE-41719 Change 3299441 on 2017/02/13 by Nick.Darnell PR #3243: Fix bug that UWidget::GetOwningPlayer doesn't return (Contributed by yeonseok-yi) Change 3299567 on 2017/02/13 by Nick.Darnell Slate - The Checkbox no longer just passes visibility down to the internal widgets it creates, that prevents future changes to effect it if it starts collapsed. #jira UE-41904 Change 3299870 on 2017/02/13 by Jamie.Dale Added cycle counters for font rendering/shaping Change 3300116 on 2017/02/13 by Michael.Dupuis #jira UE-41866: Update cache when performing an undo Change 3300178 on 2017/02/13 by Alexis.Matte Fix a crash when re-importing a LOD with more sections then the base LOD Change 3300191 on 2017/02/13 by Alexis.Matte Make sure we do not loose castshadow and recomputetangents section flags when we re-import a skeletal mesh. Change 3300351 on 2017/02/13 by Alexis.Matte Remove the clean up of unused material for the staticmesh editor. Unused material can be delete manually in the UI #jira UE-39639 Change 3302138 on 2017/02/14 by Nick.Darnell Automation - Adding support for -DeveloperReportOutputPath and -DeveloperReportUrl to permit local runs of the automation tool to generate reports on the report server, and launch the browser window to view them. Change 3302139 on 2017/02/14 by Nick.Darnell UMG - Additional fixes to the way we migrate changes from the preview to the serialized version of the widget tree. This fixes several issues with edit-inline objects on UWidgets. Change 3302281 on 2017/02/14 by Nick.Darnell Slate - Bringing over changes to the invalidation panel from one of the game streams. This fixes issues with animations in volatile widgets, as well as some issues with cache relative offset, and offers a method for enabling a different caching method to preserve batching through a commandline, but at the cost of not being able to use GPU buffers, possibly a better option on mobile in some cases. Change 3302415 on 2017/02/14 by Nick.Darnell Disabling the open asset editor test. Change 3302976 on 2017/02/14 by Nick.Darnell Automation - Updating one of the tests to open 70 different known asset types, and ensure that they open without dirtying the package. AutomationTestSettings are now defaultengine, not sure why they setup to be user specific previously. Most of these settings need to be removed, or split off into the modules that own them, rather than being in Engine. TODO. Change 3303724 on 2017/02/15 by Matt.Kuhlenschmidt Removed hard coded list of thumbnails, preventing objects with valid thumbnails from showing up. Thumbnails are now shown by default. Use meta=(DisplayThumbnail=false) to remove #jira UE-41958 Change 3303729 on 2017/02/15 by Matt.Kuhlenschmidt PR #3253: UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) (Contributed by rpav) Change 3303733 on 2017/02/15 by Matt.Kuhlenschmidt PR #3248: Fix for TAssetSubClassOf properties reset on undo. (Contributed by StefanoProsperi) Change 3303823 on 2017/02/15 by Nick.Darnell Automation - Continued improvements on screenshots. Added some fixes to turn off the tonemapper when visualizing buffers. Fixed several screenshots due to this change. Adding lightboxes to the reports. Adding some styling to make things sweeter. Change 3303937 on 2017/02/15 by Matt.Kuhlenschmidt Fix build error Change 3303982 on 2017/02/15 by Nick.Darnell Automation - Making the opening of the image no longer threaded, not really helpful for the IO operation and just makes it harder to follow. Change 3304058 on 2017/02/15 by Matt.Kuhlenschmidt Fix build attempt #2 (not reproducible locally) Change 3304393 on 2017/02/15 by Matt.Barnes Submitting test content for UEQATC-3548 Change 3304517 on 2017/02/15 by Nick.Darnell Slate - Making some fixes to the automatic disabling of the pixel snapping code with render transforms. Sometimes it gets confused, we may want to move to a seperate transform stack for layout and render, and make sure the element drawer has access to both. Change 3304560 on 2017/02/15 by Nick.Darnell UMG - SA fix. Change 3304890 on 2017/02/15 by Matt.Kuhlenschmidt PR #3220: UE-41243: Force resolution in standalone if large than primary workin. (Contributed by projectgheist) Change 3305360 on 2017/02/15 by Arciel.Rekman Linux: fix crash on exit (UE-41907). - It is not safe to dereference UAnimGraphNode_PoseDriver::StaticClass during the final shutdown sequence since the instance has already been destroyed in StaticExit(). Change 3306023 on 2017/02/16 by Nick.Darnell Paper2D - Adding a method to create SlateBrushes from PaperSprites the same way we can for materials and textures in blueprints. Change 3306030 on 2017/02/16 by Nick.Darnell Slate - Making some additional fixes to invalidation panels from a game branch. Adding a RoundToVector function to FVector2D, fixing the 3 places we defined a RoundToInt (which wasn't a great name since the convention wasn't meant to be used that way). Change 3306031 on 2017/02/16 by Nick.Darnell Slate - Retainer widgets no longer tick using PreTick on SlateApplication, they now paint during their normal paint. Change 3306046 on 2017/02/16 by Nick.Darnell UMG - Adding CanEditChange to WidgetComponent to gray out the CylinderArcAngle property unless you select the right geometry mode. Change 3308887 on 2017/02/17 by Matt.Kuhlenschmidt Fix crash if blurs are rotated #jira UE-42037 Change 3309114 on 2017/02/17 by Jamie.Dale Unifying non-shaped text to use the same atlas cache as shaped text Change 3310044 on 2017/02/17 by Matt.Kuhlenschmidt Outline color on text elements is now inherited properly #jira UE-40691 Change 3310268 on 2017/02/17 by Matt.Kuhlenschmidt Guard against rendering MIDs with potentially no parent in slate. #jira UE-42047 Change 3311531 on 2017/02/20 by Michael.Dupuis #jira UETOOL-1100: Add the possibility to have dynamic min/max slider value Synchonize all Color vector together when changing the min/max slider value Change 3311534 on 2017/02/20 by Michael.Dupuis incremental build fix Change 3311535 on 2017/02/20 by Michael.Dupuis incremental build fix take 2... Change 3311743 on 2017/02/20 by Michael.Dupuis buildfix lunix incremental Change 3312496 on 2017/02/20 by Arciel.Rekman Linux: fix PhysX crash in i686. - Changed layout to one that works. Change 3313127 on 2017/02/20 by Jamie.Dale Fixed crash when performing a non-async cooked package save It isn't safe to call TotalSize on the BulkArchive when it's not a FBufferArchive (as used during async save) once the archive has been closed. Change 3313990 on 2017/02/21 by Nick.Darnell Automation - Added a summary area at the top of the report. Change 3314034 on 2017/02/21 by Jamie.Dale Fixed crash when deleting a streamed font Change 3314942 on 2017/02/21 by Nick.Darnell Automation - More templating styling work. Change 3315080 on 2017/02/21 by Nick.Darnell Automation - Providing a way for users to remove explict events from the event log when automated tests run. Needed for other systems linked into the automation system like google mock. Change 3315452 on 2017/02/21 by Nick.Darnell Json - Adding support for Map and Set properties to the JsonObjectConverter. Can now save out map and sets. No support for loading them yet. Change 3315614 on 2017/02/21 by Nick.Darnell Json - Adding support for loading sets and map json data. Change 3315924 on 2017/02/21 by Arciel.Rekman Vulkan: edigrating various Linux fixes by Josh. - This is to make Linux Vulkan work in Dev-Editor easier (for the contractor and myself). Original descriptions: CL 3313445 - Various Vulkan fixes: - Compiles in Linux - Many cubemap bugs squashed - Changed the scratch reflection cubemap clear to SetRenderTargestsAndClear, instead of SetRenderTarget() / Clear() - Added compute fences CL 3314152 - Fixed compile error on Mac, but I am pretty sure we can just remote VulkanRHI from Mac building entirely, but needs to be tested. Change 3316741 on 2017/02/22 by Jamie.Dale Ensure that enums used by BP nodes have been PostLoaded so they have the correct display names #jira UE-42253 Change 3316800 on 2017/02/22 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3317058 on 2017/02/22 by Alexis.Matte Fix the scene importer to support correctly the obj file format #jira UE-35606 Change 3318039 on 2017/02/22 by Arciel.Rekman i686 support: added missing libwebsockets. Change 3318095 on 2017/02/22 by Arciel.Rekman i686 support: Oodle. Change 3319002 on 2017/02/23 by Michael.Dupuis #jira UE-41794 : Do not exit the landscape mode when doing undo from the creation of the landscape Change 3319012 on 2017/02/23 by Alexis.Matte PR #3066: Improve asset import by permitted relative paths and easing editing of mapped mount points. (Contributed by paulevans) #jira UE-40039 Change 3319035 on 2017/02/23 by Nick.Darnell UMG - Adding a note about the font sizes in UE4 in Slate, using 96 dpi. #jira UE-42170 Change 3319040 on 2017/02/23 by Matt.Kuhlenschmidt PR #3278: Git plugin: fix revision number for blueprint diff menu (Contributed by SRombauts) #jira UE-42129 Change 3319072 on 2017/02/23 by Michael.Dupuis #jira UETOOL-1101: Add support for DetailGroup reset to default Right now it's only enable for the color grading Change 3319077 on 2017/02/23 by Nick.Darnell Automation - Moving away from most of the templating being done in C++. Moving to dust.js to just do it in the browser window. The json report file is now the actual source of the information we use to template the resulting report html. Maaay have to move to doing the templating server side in the future to stream it to the client better, but avoiding that so we don't have to ship a server. Disabling several places we were taking editor screenshots, none of that code was actually comparing screenshots, it was a hold-over from earlier days. PhysX - Fixing a problem with Physx FillInlinePxShapeArray. Deprecating it, adding FillInlinePxShapeArray_AssumesLocked, and locking places we were assuming it was already locked in the landscape component. Change 3319088 on 2017/02/23 by Nick.Darnell PR #3245: UE-41707: Re-order includes correctly (Contributed by projectgheist) #jira UE-41914 Change 3319104 on 2017/02/23 by Michael.Dupuis fix incremental build Change 3319146 on 2017/02/23 by Matt.Kuhlenschmidt PR #3292: Git plugin: fix update status on directories broken since UE4.12 (Contributed by SRombauts) #jira UE-42272 Change 3319252 on 2017/02/23 by Michael.Dupuis fix warning with missing #undef LOCTEXT_NAMESPACE Change 3319298 on 2017/02/23 by Alex.Delesky Removing the Subtitles and SubtitlesEditor modules (it'll eventually be brought back as the Overlay and OverlayEditor modules) Change 3319388 on 2017/02/23 by Alexis.Matte Fbx Importer now find collision model under fbx LOD Group #jira UE-42141 Change 3319528 on 2017/02/23 by Michael.Dupuis Fixed Undo/Redo to be consistent with other vector modifcation behavior Change 3319583 on 2017/02/23 by Alexis.Matte Fix the sample rate to use the least common multiplier of all keys #jira UE-42012 Change 3319705 on 2017/02/23 by Nick.Darnell Static Analysis - Fixing sonobjectconverter.cpp(460) : warning C6011: Dereferencing NULL pointer 'ArrayProperty'. Change 3319711 on 2017/02/23 by Nick.Darnell Editor - Adding some checks to make sure the struct we're accessing is still a valid handle. #jira UE-42262 Change 3319736 on 2017/02/23 by Alex.Delesky Adding Subtitles and SubtitlesEditor to the JunkManifest file. Change 3319919 on 2017/02/23 by Nick.Darnell Automation - Fixing an issue with moving a location that doesn't exist. Change 3319932 on 2017/02/23 by Alexis.Matte Fbx importer, do not apply more then one time the transform option to the scene node. #jira UE-42277 Change 3320105 on 2017/02/23 by Nick.Darnell Editor - Adding some additional checks to the margin customization. #jira UE-42262 Change 3321577 on 2017/02/24 by Jamie.Dale Moving Internationalization module from Runtime to Developer Change 3321625 on 2017/02/24 by Jamie.Dale Moving InternationalizationSettings module from Developer to Editor Change 3321642 on 2017/02/24 by Jamie.Dale Moving SCulturePicker from the Localization module to the InternationalizationSettings module Change 3321734 on 2017/02/24 by Alexis.Matte PR #2979: Fix extra root bone for Blender exported FBX. (Contributed by manmohanbishnoi) We fix the extra root only when the file creator is from blender and the root node is named armature. We cannot simply remove all dummy node, since this is use by the rigid mesh workflow. #jira UE-39050 Change 3321912 on 2017/02/24 by Jamie.Dale Split LocalizationCommandletExecution out of the Localization module to remove some editor dependencies Change 3322274 on 2017/02/24 by Jamie.Dale Moving Localization module from Editor to Developer, and merging the Internationalization module into it Removed hard-dependency between Engine and Localization/Internationalization via an interface. Change 3322774 on 2017/02/25 by Jamie.Dale Unifying LocRes and LocNat file format between generation and loading This lets the code in Core be shared by Localization, and allows some code that was proxying via archives (due to the code being logically identical, but different C++ types) to use these new types directly. #tests Built Debug, Shipping, and Editor. Verified that LocNat and LocRes generation and loading worked as before. Change 3322795 on 2017/02/25 by Jamie.Dale Fixing mismatch between SOURCE_CONTROL_WITH_SLATE and its .Build.cs file The define was set to disable Slate for Linux program targets only, but the .Build.cs disabled Slate for all Linux targets. Since the define was touched most recently (CL# 2534983), I updated the .Build.cs file to match its logic, and moved the definition of the define to the .Build.cs file so that they stay in sync with one another. Change 3322853 on 2017/02/25 by Jamie.Dale Moved the conflict and word count reporting to FLocTextHelper Change 3323089 on 2017/02/26 by Jamie.Dale Added functions to get the target name and path from FLocTextHelper Change 3323391 on 2017/02/27 by Ben.Cosh This fixes an issue with blueprint config variables having their value destroyed by CDO serialization #Jira UE-40586 Blueprint variable defaults set from config files value are overwritten by CDO serialization #Proj Engine, CoreUObject Change 3323406 on 2017/02/27 by Ben.Cosh Fixed a problem that caused UK2Node::ExpandSplitPin to destroy pins it didn't own in when expanding a collapsed graph during compilation. #jira UE-41211 - Crash when splitting a UDS pin on a collapsed graph #Proj BlueprintGraph Change 3323572 on 2017/02/27 by Nick.Darnell Automation - Continued itteration on the style of the automation reports, now with attentional info, like where the log came from. Automation - Fixing a bug in the functional actor tests, navigating to the actors sometimes opened other objects in the package, now it only opens the map. Also improved the way we focus the actor so that the level editor is also brought to the foreground. Automation - Fixing a bug in how the automation system was registering for capturing logging. It was swapping out GWarn for its own version, but GWarn isn't called for anything that isn't an error or warning, meaning that none of the Display/Logging or analytics capture attempts were actually working. Suddenly a flood of informations started being captured during tests. For now - only going to capture 'Display' logs instead of 'Log' level. Automation - Successful comparisons now print more information so that the automation logs do a better job of tracking the flow of the test. Automation - The screenshot comparison test now prints more information even during successful comparisons. Editor - The message log no longer emits a SetSelection, just because the selection is updated the categoriry view model. This was causing things like the automation tool, which sets the selection every time (which may itself be an issue) to completely rebuild the message log every time a new automation message was emited. The message log now checks if the selection would actually change the viewstate before it does it. Domino Test - Adding an arrow to visualize the state of the up vector the test is looking for; playing with idea for test visualizers that may help with debugging in the future. Change 3323580 on 2017/02/27 by Michael.Trepka Fixed some Xcode 8.3 compile errors Change 3323634 on 2017/02/27 by Nick.Darnell Build - Fix incremental build. Change 3323740 on 2017/02/27 by Jamie.Dale Adding #error if the SOURCE_CONTROL_WITH_SLATE define is missing Change 3323865 on 2017/02/27 by Nick.Darnell Automation - Disabling the screenshot from the small editor icons test, until the editor screenshot method starts comparing things, and the screenshots we take are better / more scoped. Change 3324228 on 2017/02/27 by Jamie.Dale Can no longer name assets or folders with a leading underscore #jira UE-40541 Change 3324429 on 2017/02/27 by Jamie.Dale Removing FLocTextTargetPaths It was added to support something that I'm now going to do a different way. Change 3324473 on 2017/02/27 by Jamie.Dale Moved the GatherText SCC utils into the Localization module Change 3324481 on 2017/02/27 by Jamie.Dale Moving the localized asset utils out of GatherText base Change 3324485 on 2017/02/27 by Jamie.Dale Cleaning up some includes now that the localization SCC is no longer in GatherText Change 3324910 on 2017/02/28 by Nick.Darnell Slate - Moving the SlateRotatedRect into its own file, and removing FSlateRotatedClipRectType, since there's no longer a difference and we only use FSlateRotatedRect. Change 3325329 on 2017/02/28 by Michael.Dupuis #jira UE-42083: Removed various Modify(true) that would force user to save the levels even if they did'nt really modified them Replace TMap<TLazyObjectPtr,...> as it would dirty the level at every Find performed Change 3325410 on 2017/02/28 by Michael.Dupuis missing include for incremental build Change 3325415 on 2017/02/28 by Nick.Darnell UMG - Adding some setters and getters for RedrawTime to the WidgetComponent. Change 3325418 on 2017/02/28 by Nick.Darnell Automation - Fixing the warnings on startup about smoke tests taking longer than 2s. Had to add an option to disable capturing the callstack when running smokes, it adds a bit too much overhead during startup. Change 3325698 on 2017/02/28 by Alexis.Matte Put back the code to isolate material versus section in the skeletal mesh. The code was override by a temporary hack done in paragon branch Change 3325790 on 2017/02/28 by Michael.Trepka Copy of CL 3319588 Fixed address sanitizer support in MacToolChain (Apple changed the name of the env variable Xcode uses to enable it) and added support for thread sanitizer Change 3326118 on 2017/02/28 by Alexis.Matte Add LOD settings LOD distances to fbx import dialog option. The option are not supported yet by the scene importer #jira UE-41291 Change 3326183 on 2017/02/28 by Alexis.Matte PR #3298: Import SpecularFactor for Roughness and Shininess for Metallic textures (Contributed by VladimirPobedinskiy) #jira UE-42301 Change 3326196 on 2017/02/28 by Jamie.Dale Force the correct package localization ID when duplicating a BP for nativization Change 3327037 on 2017/03/01 by Michael.Dupuis fixed fortnite mac non editor build Change 3327483 on 2017/03/01 by Jamie.Dale Renaming LocNat to LocMeta Change 3327486 on 2017/03/01 by Jamie.Dale Renaming LocNat to LocMeta Change 3327541 on 2017/03/01 by Michael.Trepka Removed Mac OpenGL RHI files and disabled building of OpenGL RHI on Mac Change 3328000 on 2017/03/01 by Nick.Darnell Automation - Noisy rendering features are now disabled by default when taking screenshots. Change 3328323 on 2017/03/01 by Michael.Trepka Copy of CL 3307526 Fixed mouse position issues in fullscreen mode on Mac Change 3328410 on 2017/03/01 by Alexis.Matte Remove unwanted option when importing skeletal mesh Make the FBX tests uptodate with the new ImportUI options #jira UE-41291 Change 3329586 on 2017/03/02 by Jamie.Dale Adding missing includes when running with bUseMallocProfiler enabled Change 3329999 on 2017/03/02 by Nick.Darnell UMG - Removing a deprecated 4.8 function to get the label on UWidget. Change 3330004 on 2017/03/02 by Nick.Darnell UMG - Adding TargetPlatform to the dependencies of UMGEditor module. Change 3330021 on 2017/03/02 by Nick.Darnell UMG - Adding TargetPlatform to the private include path of the UMG module. Change 3330041 on 2017/03/02 by Nick.Darnell Engine - Adding a comment to the PreLoadMap call so people know what the string being passed in is. Change 3330048 on 2017/03/02 by Nick.Darnell Editor - Don't allow querying the cursor in the editor viewport while saving packages. Depending upon the code that gets triggered, it may cause packages to load, or things to be initialized while saving is occuring. Change 3330602 on 2017/03/02 by mason.seay Map for Functional Screenshot Test Bug Change 3330632 on 2017/03/02 by Alexis.Matte Fix fbx crash when there is only one UVChannel but using the naming convention to place it further then the first index Change 3330862 on 2017/03/02 by Jamie.Dale Adding FPaths::SetExtension This is like FPaths::ChangeExtension, but also applies the extension if the file doesn't have one. Change 3331491 on 2017/03/03 by Nick.Darnell Automation - Fixing a threading issue in the SAsyncImage, it was accessing potentially bogus memory if the Widget had been deleted before the task ran. Change 3331498 on 2017/03/03 by Nick.Darnell Build - Fixing a build warning. Change 3331807 on 2017/03/03 by Nick.Darnell Automation - Making the Disable Noisy Rendering Features more robust, disabling a few more markers. Adding a better way of rolling back the changes. Change 3331999 on 2017/03/03 by Michael.Trepka Fixed a memory leak on texture creation with BulkData in OpenGLTexture.cpp Change 3332481 on 2017/03/03 by Arciel.Rekman Fix building lighting in commandlet (UE-42551). - Process task graph while running as commandlet. - Also, if for any reason - like the lack of -messaging - local swarm interface fails to initialize or takes too much time to send the message, bail out. Change 3332606 on 2017/03/04 by Jamie.Dale Fixing crash reporting loc word counts when the report is starting empty Change 3332614 on 2017/03/04 by Jamie.Dale Fixed text namespaces being treated as case-insensitive when export to JSON manifests and archives Change 3332619 on 2017/03/04 by Jamie.Dale Fixing CIS error Change 3333000 on 2017/03/06 by Matt.Kuhlenschmidt PR #3295: Non-editable FStringAssetReference using VisibleAnywhere (Contributed by projectgheist) #jira UE-42284 Change 3333039 on 2017/03/06 by Alexis.Matte Make custom ui for FbxSceneImportData object #jira UE-37896 Change 3333047 on 2017/03/06 by Nick.Darnell UMG - Removing an extra assignment in WidgetSwitcher. Change 3333056 on 2017/03/06 by Alexis.Matte Build fix Change 3333073 on 2017/03/06 by Matt.Kuhlenschmidt Added more logging for when window creation fails due to too many windows. #jira UE-42478 Change 3333081 on 2017/03/06 by Matt.Kuhlenschmidt PR #3327: Git Plugin: fix RunDumpToFile() to check git ReturnCode (Contributed by SRombauts) #jira UE-42535 Change 3333103 on 2017/03/06 by Matt.Kuhlenschmidt PR #3336: UE-42407: using GetWindowMode instead of switching on IsFullscreenViewport (Contributed by stefanzimecki) #jira UE-42407, UE-42565 Change 3333142 on 2017/03/06 by Jamie.Dale Added a way to view/copy a list references (including those that aren't loaded) to the reference viewer Change 3333443 on 2017/03/06 by Matt.Kuhlenschmidt Eliminate the usage of SWebBrowser to show viewport controls in level viewports. There is an non-trivial startup cost initializing CEF and is not worth paying that cost on editor startup for one tiny control. The button now opens a web page on click. #jira UE-42461 PR #3314: Drop UE4Editor -> CEF dependency to 2x speedup Linux UE4Editor startup (Contributed by slonopotamus) Change 3333914 on 2017/03/06 by Matt.Kuhlenschmidt Remove double middle mouse click to change to perspective view #jira UE-42444 Change 3333936 on 2017/03/06 by Matt.Kuhlenschmidt Fixed excessive fname initialization in these files Change 3334063 on 2017/03/06 by Alexis.Matte fix build linux Change 3334166 on 2017/03/06 by Jamie.Dale Adding Data Table export/import support for TMap and TSet #jira UE-42415 Change 3334459 on 2017/03/06 by Alexis.Matte PR #3334: Respect bForceFrontXAxis option when exporting to FBX (Contributed by rajkosto) #jira UE-42563 Change 3335132 on 2017/03/07 by Jamie.Dale Fixing typo Change 3335140 on 2017/03/07 by Jamie.Dale Fixing CSV import warnings in GameplayEffects test Change 3335164 on 2017/03/07 by Alexis.Matte Avoid selecting skeletal mesh section in the level when high light them in persona editor #jira UE-20151 Change 3335186 on 2017/03/07 by Jamie.Dale Fixed CSV parser missing empty cells at the end of the string Change 3335218 on 2017/03/07 by Arciel.Rekman SDL2: delete unused project/build files. Change 3335222 on 2017/03/07 by Arciel.Rekman SDL2: delete more unused project/build files. Change 3335230 on 2017/03/07 by Matt.Kuhlenschmidt Additional fixes for blur and blur slot not propagating padding to each other #jira UE-42553 Change 3335896 on 2017/03/07 by Jamie.Dale ToolTips and Engine were double gathering the same meta-data #jira UE-36480 Change 3336009 on 2017/03/07 by Matt.Kuhlenschmidt Fix details panels becoming unusable if "Show only Modified Properties" is enabled and there are no modified properties Change 3336247 on 2017/03/07 by Jamie.Dale Selection height is now the max of the line height and text height to account for negative line scaling #jira UE-40673 Change 3336253 on 2017/03/07 by Jamie.Dale Added a setting to control whether we should use the font metrics or the bounding box when laying out a font #jira UE-41074 Change 3336303 on 2017/03/07 by Arciel.Rekman Refactor of OS memory allocation functions. - Bring PageSize/OSAllocationGranularity in line with the established definitions. - PageSize is a hardware mapping granularity that is also used for PageProtect() and any other functions that involve setting virtual memory properties. - OSAllocationGranularity is a virtual address allocation granularity that on some platforms may be applied on top of that (notably VirtualAlloc in Windows only returns addresses that are 16 page aligned). - BinnedPageSize and BinnedAllocationGranularity are the values expected by Binned and Binned2 for size and the alignment of OS allocations. - Disable the logic in CachedOSPageAllocator that allowed buffers larger than the requested size to be returned. - This caused wrong allocation size to be passed in BinnedFreeToOS() from Binned2. - Make Binned2 work on Linux - Addresses returned from BinnedAllocFromOS() need to be BinnedPageSize (minimum 64KB) aligned for Binned2 to work. This results in the need to artificially align mmap()'d addresses, at some performance cost. - The same function can be used on other systems with mmap()/munmap() (Mac, Android, iOS) - Switch Linux to Binned2 by default. - Add ability to sanity-check OS memory allocations. - Debug and Development build will store a descriptor to check that values passed to BinnedFreeToOS() are the same (mmap-based allocation only). Change 3337098 on 2017/03/08 by Michael.Dupuis #jira UE-42589: Added a guard if the mesh component is not attached, this can happen when moving a component out of the screen Change 3337183 on 2017/03/08 by Matt.Kuhlenschmidt Hide the preview toolbar button, it is not being used Change 3337801 on 2017/03/08 by Michael.Trepka Fixed some module dependencies to make sure we don't build OpenGLDrv on Mac Change 3338373 on 2017/03/08 by Joe.Graf Fixed external plugin cooking and deployment by remapping plugin directories upon cook & deployment Tested directory structures: D:\SomePluginDir D:\UE4\AnotherPluginDir D:\UE4\Engine\Plugins D:\UE4\MyProject\Plugins Change 3338482 on 2017/03/08 by Alexis.Matte Remove "BlueprinReadOnly" flag on "WITH_EDITORONLY_DATA" class variable Change 3338679 on 2017/03/08 by Matt.Kuhlenschmidt Fixed arrow keys not working to navigate between elements in the details panel Change 3339086 on 2017/03/09 by Dmitriy.Dyomin Added: Mobile friendly slate settings Change 3339366 on 2017/03/09 by Nick.Darnell Build - Attempting to fix build. #jira UE-42675 Change 3339506 on 2017/03/09 by Jamie.Dale Fixing Linux Server build error #jira UE-42675 Change 3340450 on 2017/03/09 by Cody.Albert Ensure that the hittest grid is valid before trying to find a focusable widget Change 3340492 on 2017/03/09 by Arciel.Rekman Fix IOS compile error (UE-42695). Change 3340565 on 2017/03/09 by Arciel.Rekman Fix another compile error (UE-42695). Change 3341527 on 2017/03/10 by Alexis.Matte Fix crash when dragging a re-import scene and there is new asset created #jira UE-42766 [CL 3341914 by Nick Darnell in Main branch]
2017-03-10 15:37:02 -05:00
if (PreviewMeshComponent->MaterialIndexPreview != INDEX_NONE)
{
// Notify the user if they are isolating a mesh section.
CurYOffset += YL + 2;
InfoString = FString::Printf(*LOCTEXT("MeshMaterialHiddenWarning", "Mesh Materials Hidden").ToString());
Canvas->DrawShadowedString(CurXOffset, CurYOffset, *InfoString, GEngine->GetSmallFont(), SubHeadlineColour);
}
}
Copying //UE4/Dev-Framework to //UE4/Main @ 2775446 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2720537 on 2015/10/07 by Aaron.McLeran Audio Optimization: Implementing an audio update delta time so audio isn't updated with every engine tick Change 2746582 on 2015/10/29 by Aaron.McLeran Implementing single ray-cast sound occlusion - Fixing/Implementing sound occlusion using one ray cast - Update rate of the ray cast is conifgurable by the user - User can enabled/disable occlusion and set various properties of the occlusion at the audio component level - Occlusion ray-casts are made at a slower rate than the audio engine is updated - The following properties are supported: * LowPassFilterFrequency (the LPF cutoff frequency of the per-voice filter to apply if a sound is occluded) * OcclusionVolumeAttenuation (the volume attenuation to apply to sounds that are occluded) * OcclusionInterpolationTime (how fast a sound moves from occluded to unoccluded... allows user-defined interpolation times, avoids fast parameter setting for smoother transitions) - Fixed how low-pass filter frequency is applied on platforms that support it. * Changed the older HighFrequencyGain parameter to a more understandable and correct LowPassFilterFrequency parameter * Updated the parameter for the various other features that use per-voice LPF (e.g. audio volumes, distance-based filtering) * Added backward-compatibility code to take old HighFrequencyGain params to new LowPassFilterFrequency params. * At the lowest level, there is only one filter which is applied to a sound, but the parameter that has the lowest cutoff frequency is the one used * Fixed how the parameter is applied at the lower-level in XAudio2 and CoreAudio. The old parameter was incorrectly applied. * XAudio2 documentation on the low-pass-fitler frequency cutoff param is confirmed incorrect through testing. #rb zak.middleton Change 2765174 on 2015/11/12 by Aaron.McLeran UE-23091 More fixage for NaN audio log spam Last checkin for this (CL 2760896) was fixing a legit issue but there was still an issue that I was rarely catching during the FN gate encounter in AITestbed after about 5 min of gate defense. To track down, I added a lot more logging and asserts on NaN numbers in the audio code, enabled ENABLE_NAN_DIAGNOSTIC in UnrealMathUtility.h. - Was able to trace another cause of the NaNs in audio to 2 uninitialized variables in SoundAttenuationSettings struct: OmniRadius and StereoSpread. - Zak M suggested the change of the const ref position vector in ListenerPosition and the usage of GetSafeNormal() in Audio.cpp since the value returned by GetLocation() is a temporary and Normalize() is unsafe. - I removed the flag for the XAudio2 call to compute doppler since we don't use that value and it could've been as source of more NaNs in X3DAudioCalculate #codereview Zak.Middleton #rb Zak.Middleton Change 2765467 on 2015/11/13 by James.Golding - Allow -ms option to work with 'stat dumphitches' for controlling min time logged #rb gil.gribb Change 2765746 on 2015/11/13 by Benn.Gallagher Added buckets for update rate shift tags (for staggering anim updates) #jira UE-23213 #rb Bruce.Nesbit Change 2765747 on 2015/11/13 by Benn.Gallagher Fixes for bone length calculation in anim dynamics chains. #rb Bruce.Nesbit Change 2765749 on 2015/11/13 by Benn.Gallagher Removed allocations from local CS blends for skeletal controls. #rb Bruce.Nesbit Change 2765752 on 2015/11/13 by Benn.Gallagher Lod mapping support for URO customization #jira UE-23211 #rb Bruce.Nesbit Change 2765965 on 2015/11/13 by Marc.Audy Remove outdated code in LoadMap previously used for matching up downloaded packages from servers. These code paths no longer operate, but in the case where a PIE client was connecting to a non-PIE server (not really supported, but possible), it would cause the Editor Level package to be flagged as as PIE package and cause a crash on exit of PIE #jira UE-21181 #rb Josh.Markiewicz Change 2766071 on 2015/11/13 by Mieszko.Zielinski Fixed dumb mistake in AEQSTestingPawn::PostLoad #UE4 the 'bTickDuringGame == bTickDuringGame' thing #rb John.Abercrombie Change 2766086 on 2015/11/13 by Mieszko.Zielinski Exposing NavModifierComponent to ENGINE_API #UE4 #codereview Lukasz.Furman Change 2766345 on 2015/11/13 by Mieszko.Zielinski No longer compiling AISystem's creation out from client builds #UE4 Instead AISystem's instantiation on clients is configurable via UAISystemBase::bInstantiateAISystemOnClient config variable Change 2766346 on 2015/11/13 by Mieszko.Zielinski Improvements to EQS test scoring function preview #UE4 #rb Lukasz.Furman Change 2766528 on 2015/11/13 by Stan.Melax multiple materials/chunks on a single cloth sim mesh This supposedly used to work in 4.7 but broke for 4.8 It looks like previous change 2493547 may have introduced the condition statement that makes multiple materials not include all of there verts. Changing this to instead check for the bounds on the skinningmap instead of the NumRealSimVerts which doesn't look like it takes the offset into consideration. jira: #UE-23300 https://jira.ol.epicgames.net/browse/UE-23300 https://answers.unrealengine.com/questions/287833/apex-not-working-on-multiple-materials-since-48.html Double tested code change with test asset from https://jira.ol.epicgames.net/browse/UE-10674 #rb Benn.Gallagher Change 2766546 on 2015/11/13 by Marc.Audy Throw warning for orphaned looping sounds caused by a looping sound node Don't do somewhat expensive (due to weak pointer) orphaned sound checks in test or shipping #rb Aaron.McLeran Change 2766917 on 2015/11/14 by Jurre.deBaare Fix UE4-23349 Simplygon doens't support sub 64 pixel textures Change 2767742 on 2015/11/16 by Marc.Audy Restructure SignificanceManager to store significance manager references in a FGCObject Module class instead of using a singleton. Improve performance by eliminating StaticFindObjectFast calls in ::Get and force inlining Get calls #rb Zak.Middleton, Rob.Manuszewski Change 2767827 on 2015/11/16 by Zak.Middleton #ue4 - Perf: avoid SmoothClientPosition() calls once the target mesh offset has been reached. - New flag bNetworkSmoothingComplete indicates whether smoothing has reached the destination. This is set to false when a new network position is received. - Also fixes trying to smooth rotation towards identity rotation before receiving network updates. - Deprecated FNetworkPredictionData_Client_Character::CurrentSmoothTime in favor of saving last update time, to prevent needing to update time every tick (since we skip updates now). #rb Dan.Youhon Change 2768070 on 2015/11/16 by Marc.Audy Change StaticDuplicateObject and DuplicateObject to take FName instead of char* (existing usages can automatically convert to FName so no backwards compatibility issues) Fixup usages to avoid unnecessary string -> char* -> name conversions Change AActor::CreateComponentFromTemplate to take an FName instead of FString, deprecated FString version #rb Gil.Gribb Change 2768121 on 2015/11/16 by Marc.Audy Forceinline GetFName Change 2768161 on 2015/11/16 by Aaron.McLeran Checking occlusion back in - Bug was due to improper interpolation of LPFFrequency values in audio volumes. Change 2769428 on 2015/11/17 by Thomas.Sarkanen Fixed backwards-compatibility issues with FExposedValueCopyRecord Added PostSerialize function to patch up older data to the new format (copies properties->property FNames). Made sure to zero FExposedValueCopyRecord in its constructor, prevents uninitialized variable issues when generating CRCs. This is necessary despite these members being UPROPERTYs because they are simply built on the stack then stuffed into the new CDO during compilation. UE-23268 - EDITOR CRASH: Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) #rb James.Golding #codereview Mike.Beach,Bob.Tellez Change 2769488 on 2015/11/17 by Benn.Gallagher DrawCanvas and debug string support for skeletal controls - accessed using "Skeletal Controls" option in Show->Display Info in Persona #rb Martin.Wilson Change 2769545 on 2015/11/17 by Benn.Gallagher Added space conversion options to copy bone node. #jira OR-9430 #rb Martin.Wilson Change 2770228 on 2015/11/17 by Marc.Audy Fix cause of assert firing when detaching if AttachTo(AttachParent) returns false #rb Ori.Cohen #jira UE-23366 Change 2770489 on 2015/11/17 by Marc.Audy Make ::Serialize WITH_EDITORONLY_DATA since it did nothing otherwise Change 2770761 on 2015/11/17 by Aaron.McLeran Removing optimization disablement - Forgot to remove these lines before checking in/testing. Change 2771375 on 2015/11/18 by Thomas.Sarkanen Added initialzation of internal state machine desc ptrs to (finally) remove random crashes when using sub-state machines #rb Benn.Gallagher Change 2771697 on 2015/11/18 by Jeff.Farris Sensible defaults for APlayerController::ClientPlayCameraAnim and ClientPlayCameraShake #rb marc.audy Change 2771755 on 2015/11/18 by Marc.Audy Put back in the recursion block for destroy actor #rb James.Golding Change 2772217 on 2015/11/18 by Marc.Audy Update axis inversion to work the same way as sensitivity instead of old problematic way Also change to use Reset instead of Empty(Array.Num()) #rb Jeff.Farris Change 2772686 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization coordinate bug. Don't need to convert to xaudio2 coordinates for HRTF spatialization #rb chad.taylor Change 2772766 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization with xaudio2 voice pools - Issue was caused by 2 issues: - effect chains weren't properly clearing their state between uses (SetEffectChain(nullptr) releases the effect for use with other voices) - Not re-setting MaxEffectChainChannels = 0 in CreateSource() was causing re-used SoundSources to release their XAudio2 voices to the wrong pool. #rb chad.taylor Change 2773027 on 2015/11/19 by Thomas.Sarkanen PR #1765: Git Plugin can find the git.exe binary installed on the Local AppData user directory (Contributed by SRombauts) #rb Thomas.Sarkanen Change 2773142 on 2015/11/19 by Benn.Gallagher Optimized SafeSetCSBoneTransforms, no longer doing 2 iterations over the whole pose. - Only iterating beyond the index of the first bone transform, cutting off all bones before - No longer using a bone mask the size of the skeleton, just an array of interesting nodes - No longer attempting to convert a transform if it isn't necessary (which was happening a lot) #rb Laurent.Delayen Change 2773212 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Removing ugly comment. Not going to remove the node itself for backward compatibility. Change 2773351 on 2015/11/19 by Zak.Middleton #orion - Make sure we don't skip a final visual update when character mesh interpolation tries to stop smoothing once it reaches its destination. We keep setting bNetworkSmoothingComplete to false until the first visual update, at which point if it remains true we will stop getting updates. #rb Dan.Youhon Change 2773599 on 2015/11/19 by Marc.Audy Fix shadow variable, initialization order, and incorrect placement of ENGINE_API that fails compiles on clang #codereview Aaron.McLeran Change 2773661 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Following up by deprecating the CastToPlayerController function for 4.11. Change 2774707 on 2015/11/19 by Stan.Melax FCollisionQueryParams constructor API pitfall Deprecating something that will call the unintended constructor if the programmer provides a string literal instead of explicitly creating an FName. So this line of code: FCollisionQueryParams Param(FName(TEXT("DragDropTrace"))); will invoke: FCollisionQueryParams::FCollisionQueryParams(FName,bool=false,...) But this line of code: FCollisionQueryParams Param(TEXT("DragDropTrace")); invokes: FCollisionQueryParams::FCollisionQueryParams(bool) Yes that actually happens, the string literal (the TEXT("whatever")) ends up specifies a bool parameter instead of a FName parameter. So the name is lost and a flag (that is usually set to false) is now set to true (since the string literal address is non-NULL). Yeah, that's could potentially be not what the programmer had intended. It looks like this interface was introduced in CL 1792949 back in august 2013. Since its been a couple of years, we'll phase it out using the deprecation approach. Making an API change would break things for existing projects. If it had been a more recent change we could have probably just gone down to a single constructor right away. Figured out that going one step further and removing bool param's default and adding a default constructor would minimize the number of places that will be hit with this deprecation. So, yes this is *increasing* the number of construtors temporarily, but this solution has minimal impact on the community. Later after other to-be-deprecated constructor gets removed, the two remaining can be combined into one with defaults for all parameters. see also https://udn.unrealengine.com/questions/269512/dangerous-fcollisionqueryparams-overloads.html #codereview ori.cohen [CL 2775460 by Marc Audy in Main branch]
2015-11-20 11:02:37 -05:00
void FAnimationViewportClient::DrawNodeDebugLines(TArray<FText>& Lines, FCanvas* Canvas, FSceneView* View)
{
if(Lines.Num() > 0)
{
int32 CurrentXOffset = 5;
int32 CurrentYOffset = 60;
int32 CharWidth;
int32 CharHeight;
StringSize(GEngine->GetSmallFont(), CharWidth, CharHeight, TEXT("0"));
const int32 LineHeight = CharHeight + 2;
for(FText& Line : Lines)
{
FCanvasTextItem TextItem(FVector2D(CurrentXOffset, CurrentYOffset), Line, GEngine->GetSmallFont(), FLinearColor::White);
TextItem.EnableShadow(FLinearColor::Black);
Canvas->DrawItem(TextItem);
CurrentYOffset += LineHeight;
}
}
}
void FAnimationViewportClient::TrackingStarted( const struct FInputEventState& InInputState, bool bIsDraggingWidget, bool bNudge )
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3294073 on 2017/02/09 by Thomas.Sarkanen Delete old location of FriendViewModel.h that did not get picked up correctly in the merge Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839 Change 3358776 on 2017/03/22 by Ori.Cohen Recreate physics when changing mobility of components - fixes debug rendering issue #JIRA UE-39328 Change 3360075 on 2017/03/23 by James.Golding Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main. Change 3362695 on 2017/03/24 by Thomas.Sarkanen Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor #jira UE-41100 - Persona code calling incorrect extenders when building menus. Change 3362696 on 2017/03/24 by Thomas.Sarkanen Facial animation experimental feature now pops up restart editor toast #jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer Change 3362699 on 2017/03/24 by Thomas.Sarkanen Enable snapping for translation in animation viewports #jira UE-39747 - Translating sockets in Persona is not affected by Snap Options #jira UE-39748 - Translating bones in Persona is not affected by Snap Options Change 3362700 on 2017/03/24 by Thomas.Sarkanen Curve source nodes now dont update their source title if the source is a pin The title of the node is not recached when the pin default changes, so we cant display it in the title #jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in Change 3362721 on 2017/03/24 by Thomas.Sarkanen CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports #jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona Change 3362724 on 2017/03/24 by Thomas.Sarkanen Fix animation preview scene keyboard bindings Also moved advanced preview scene into its own module #jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened. Change 3362783 on 2017/03/24 by Ori.Cohen Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash. Change 3362796 on 2017/03/24 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3362803 on 2017/03/24 by Ori.Cohen Recreate physics when changing mobility of components - fixes debug rendering issue #JIRA UE-39328 Change 3363013 on 2017/03/24 by Thomas.Sarkanen Fix CIS issue Change 3363202 on 2017/03/24 by Ori.Cohen Fix bad #endif Change 3363295 on 2017/03/24 by Ori.Cohen Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children. #JIRA UE-40783 Change 3363435 on 2017/03/24 by Jon.Nabozny Fix infinite jump on client when Jump Max Hold Time is not 0. #jira UE-41004 Change 3363451 on 2017/03/24 by Jon.Nabozny Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused). #jira UE-39567 Change 3363504 on 2017/03/24 by Jon.Nabozny Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array. (Code originally came from SCE via UDN) #jira UE-41049 Change 3363532 on 2017/03/24 by Ori.Cohen Change default to SkipSimulatedBones. #JIRA UE-41404 Change 3363537 on 2017/03/24 by Ori.Cohen Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it. #JIRA UE-30826 Change 3363681 on 2017/03/24 by Jon.Nabozny Reapply 3292286 after it was clobbered by 3360002 (Only clobbered in Ocean). #jira UE-37512 Change 3363722 on 2017/03/24 by mason.seay Updated map to improve testing Change 3365351 on 2017/03/27 by Thomas.Sarkanen Fix non-PCH CIS errors #jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name Change 3365422 on 2017/03/27 by Thomas.Sarkanen Fixed skinned mesh LOD not updating in editor under various physics-related circumstances #jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport Change 3365423 on 2017/03/27 by Thomas.Sarkanen Fix ensure when setting Spline IK Bone Axis to 'None' Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved. #jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK Change 3365424 on 2017/03/27 by Thomas.Sarkanen Fix control rigs being convertable to possessables Also prevent 'export to anim sequence' button from appearing on standard level sequences #jira UE-42070 - Crash converting a control rig to Possessable Change 3365425 on 2017/03/27 by Thomas.Sarkanen When selecting bones that are non-required, we dont render gizmos or text labels #jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona Change 3365426 on 2017/03/27 by Thomas.Sarkanen Fixed foot placement IK doing line traces on worker threads Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too). Note: Node is not actually used #jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread Change 3365428 on 2017/03/27 by Thomas.Sarkanen Skeleton selection no does not lag behind choice made in viewport #jira UE-42236 - Mesh Overlay always lags behind actual selection Change 3365429 on 2017/03/27 by Thomas.Sarkanen Fix anim BPs that contain state machines having blank palettes #jira UE-42172 - AnimBP Palette is blank on existing AnimBPs Change 3365435 on 2017/03/27 by Jurre.deBaare Undoing Channel selection in Paint mode does not work #fix use duplicated CDO object instead of CDO directly #jira UE-42621 Change 3365436 on 2017/03/27 by Jurre.deBaare Functionless undo/redo transactions created when importing Alembic file and changing conversion settings #fix use duplicated CDO object instead of CDO directly #jira UE-40347 Change 3365437 on 2017/03/27 by Jurre.deBaare Ensure that HLOD cannot be set up in sub-levels #fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled #jira UE-40301 Change 3365438 on 2017/03/27 by Jurre.deBaare 2D Blendspace breaks when aligning samples in a straight line #fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense #jira UE-42744 Change 3365439 on 2017/03/27 by Jurre.deBaare Color View Mode doesn't reset when closing/reopening editor #fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor #jira UE-42466 Change 3365440 on 2017/03/27 by Jurre.deBaare LOD Model field scrubbing is very sensitive #fix made sure that max slider value is also driven by data #jira UE-42980 Change 3365441 on 2017/03/27 by Jurre.deBaare Replacing an asset in a sequence player node does not register in undo history #fix added transaction for dropping anim assets on player nodes #jira UE-39152 Change 3365442 on 2017/03/27 by Jurre.deBaare Crash on Mac importing some alembic files #fix disable multithread abc file reading with HDF5 backend #jira UE-39783 Change 3365443 on 2017/03/27 by Jurre.deBaare Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files" Change 3365444 on 2017/03/27 by Jurre.deBaare Moving over Alembic fixes: - Time offset issues > changed how we determine frame indices and frame steps - Incorrect tangent issues > enforce tangent calculation during skeletal mesh import - Automatically set recompute tangent flag on skeletal mesh sections Change 3365451 on 2017/03/27 by Jurre.deBaare CIS: include needed for GetTransientPackage Change 3365460 on 2017/03/27 by Jurre.deBaare CIS: apparently CIS wants explicit cast to UObject Change 3365463 on 2017/03/27 by Jurre.deBaare CIS: final fix, was actually UPackage include missing ugh Change 3365486 on 2017/03/27 by Thomas.Sarkanen Fix case error in include for Linux builds Change 3365499 on 2017/03/27 by James.Golding Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData' Fix FCollsiionProfileData typo #jira UE-42490 Change 3365500 on 2017/03/27 by Jurre.deBaare Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh #fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised #jira UE-42637 Change 3365501 on 2017/03/27 by James.Golding Disable rather than hide anim picker when no mesh assigned #jira UE-35537 Change 3365505 on 2017/03/27 by James.Golding Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html #jira UE-43061 Change 3365515 on 2017/03/27 by Jurre.deBaare Using Alt+Click to break Transition node connections cannot be undone using the Undo command #fix added transactions to breaking node links #jira UE-39068 Change 3365528 on 2017/03/27 by Jurre.deBaare Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend #fix added validation on blendspaces when removing or adding sync markers in animation editor #jira UE-39814 Change 3365535 on 2017/03/27 by Jurre.deBaare Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport #fix lock camera if erasing as well #jira UE-42474 Change 3365539 on 2017/03/27 by Jurre.deBaare Painting on animation sequence paints on invisible T-pose skeleton #fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh #jira UE-42484 Change 3365545 on 2017/03/27 by Jurre.deBaare Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting #fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode #jira UE-43091 Change 3365549 on 2017/03/27 by Jurre.deBaare CIS: include fix Change 3365555 on 2017/03/27 by Jurre.deBaare Missing change from 3365545 Change 3365561 on 2017/03/27 by Jurre.deBaare Missing change from 3365545 Change 3365918 on 2017/03/27 by Ori.Cohen PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift) #JIRA UE-43337 Change 3366234 on 2017/03/27 by Ori.Cohen Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called. #JIRA UE-43339 #pr 3427 Change 3367252 on 2017/03/28 by Jurre.deBaare Vertex Weight Painting options are no longer present in MeshPaint mode #fix implemented singleton pattern for paint mode settings to ensure customization works correctly #jira UE-43357 Change 3367340 on 2017/03/28 by Jurre.deBaare GC fix for recent changes to painting / alembic settings Change 3367445 on 2017/03/28 by Thomas.Sarkanen Fix fallout from Main merge OrionEditor needs to depend on the new AdvancedPreviewScene module. Change 3367741 on 2017/03/28 by Ori.Cohen Remove unused physics warning when moving simulated object during physics #jira UE-41465 Change 3368072 on 2017/03/28 by Ori.Cohen Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade #JIRA UE-42956 Change 3368479 on 2017/03/28 by Ori.Cohen Fix GetClosestPoint incorrectly considering welded bodies. #JIRA UE-39329 Change 3368620 on 2017/03/28 by Lina.Halper Added code comment #rb:none #jira: UE-38836 Change 3368752 on 2017/03/28 by mason.seay Updated test map since UE-338836 came back as by design Change 3369370 on 2017/03/29 by James.Golding Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled Add separate options for showing simple and complex collision in StaticMesh Editor #jira UE-42844 Change 3369438 on 2017/03/29 by Lina.Halper Fix issue where it updates more often when you give too high update rate - i.e. 60 #jira: UE-38844 #code review: Laurent.Delayen Change 3369462 on 2017/03/29 by Thomas.Sarkanen Add preview mesh to animation blueprints Auto set preview mesh for animation assets and animation blueprints based off meshes. #jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona Change 3369463 on 2017/03/29 by Thomas.Sarkanen We now select current preview mesh in the preview mesh dropdown Change 3369464 on 2017/03/29 by Thomas.Sarkanen Ticks now appear properly on anim sequence scrub bar #jira UE-41197 - No additional ticks appear on the timeline when you zoom in Change 3369465 on 2017/03/29 by Thomas.Sarkanen Persona now depends publicly on SkeletonEditor GitHub PR #3431 from kayama-shift #jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically Change 3369466 on 2017/03/29 by Thomas.Sarkanen Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package #jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints Change 3369467 on 2017/03/29 by Thomas.Sarkanen Tweaked combo box alignment for world/local transform Appearance is now closer to that of the level editor Change 3369469 on 2017/03/29 by Thomas.Sarkanen Prevent switching to unsupported widget modes when editing control rigs #jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly Change 3369588 on 2017/03/29 by Thomas.Sarkanen Make import data and thumbnail data transactional #jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona) Change 3369609 on 2017/03/29 by Thomas.Sarkanen Montages are now correctly initialized when created They can be used straight away without first opening them in the montage edtior. Moved initialization of composite sections from SMontageEditor to AnimMontageFactory. #jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP Change 3369610 on 2017/03/29 by Thomas.Sarkanen Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved #jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names Change 3369647 on 2017/03/29 by Ori.Cohen Fix mass debug not working when moving components in the editor. #JIRA UE-43437 Change 3369875 on 2017/03/29 by Ori.Cohen Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result. #JIRA UE-25923 Change 3370144 on 2017/03/29 by Lina.Halper Fix on the retargeting child anim BP #rb: Martin.Wilson #jira: UE-39928 Change 3371480 on 2017/03/30 by James.Golding Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff. #jira UE-42132 Change 3371484 on 2017/03/30 by Thomas.Sarkanen We now propagate thread safety flags to child Animation Blueprints Change 3371486 on 2017/03/30 by Thomas.Sarkanen Fixed crash and effector selection issues for two bone IK Crash occured when selecting the root bone as the end of the chain. Viewport selection was not working at all as we werent creating any selection proxy actors any more. Change 3371497 on 2017/03/30 by Thomas.Sarkanen Added warning when Sequencer tries to write to properties that have changed type #jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert Change 3371614 on 2017/03/30 by Martin.Wilson Clean up deprecated property value after load so we dont get extra anim blueprint references #jira UE-42501 Change 3371619 on 2017/03/30 by James.Golding Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs Change 3372452 on 2017/03/30 by Jon.Nabozny Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag. #jira UE-36546 Change 3373043 on 2017/03/30 by Lina.Halper - Consolidating to FastLerp to simply code - Added comment on FastLerp as the result is not normalized #rb: Michael.Noland, David.Hill Change 3373292 on 2017/03/30 by Jeff.Farris Made Actor.DispatchPhysicsCollisionHit virtual. (Copied CL 3261103 from Robo Recall to Dev-AnimPhys) Change 3373293 on 2017/03/30 by Jeff.Farris Added PhysicalAnimationComponent.GetBodyTargetTransform (Copied 3256175 from RoboRecall to Dev-AnimPhys) Change 3373318 on 2017/03/30 by Jeff.Farris Added option for components to opt out of physics impulses on damage. (Copied CL 3282585 from RoboRecall to Dev-AnimPhys) Change 3374064 on 2017/03/31 by Thomas.Sarkanen Renaming curves in animations is now saved properly Guids were not being set, so loading code obliterated the rename after an editor restart #jira UE-40582 - Curve name is not updated when user changes it in persona editor. Change 3374175 on 2017/03/31 by Thomas.Sarkanen Two bone IK UI consistency fixes Completely removed all bone select actors. They have a terrible UX anyway. We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate. #jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set Change 3374216 on 2017/03/31 by Martin.Wilson Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data #jira UE-37897 Change 3374253 on 2017/03/31 by Thomas.Sarkanen Supplementary fix to CL 3371497 Adding name exposure for property types that we support Change 3374298 on 2017/03/31 by Jeff.Farris Code change from nVidia that improves physX perf (afterIntegration time). (Copied CL 3302239 from Robo Recall to Dev-AnimPhys) Change 3374432 on 2017/03/31 by Lina.Halper Make sure AcitveBoneIndices contains parent #jira: UE-14597 #rb: Martin.Wilson #code review: Benn.Gallagher, Alexis.Matte, James.Golding Change 3374836 on 2017/03/31 by Jon.Nabozny Fixup hits returned before start of trace in raycast_capsule. This change is copied from CL-3297212 #jira UE-42532 Change 3375195 on 2017/03/31 by Lina.Halper resave animation sequence for increasing info to warning #code review: Thomas.Sarkanen #jira: UE-40643 Change 3375282 on 2017/03/31 by Lina.Halper Fix odin content for animation : resave animation sequence for increasing info to warning #code review: Thomas.Sarkanen #jira: UE-40643 Change 3375288 on 2017/03/31 by Lina.Halper reverting code of degrading warning to info to avoid warning #jira: UE-40643 Change 3375865 on 2017/04/01 by Lina.Halper fix build error Change 3375868 on 2017/04/01 by Lina.Halper fix build warning on shadow var #code review: Thomas.Sarkanen Change 3376283 on 2017/04/03 by Thomas.Sarkanen Reworked, more generic property path handling in object change listener This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof). The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.) Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains. IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'. Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]). #jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys Change 3376320 on 2017/04/03 by Benn.Gallagher Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver #jira OR-36926 Change 3376413 on 2017/04/03 by Benn.Gallagher Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system. #jira OR-36927 Change 3376421 on 2017/04/03 by Benn.Gallagher Missed file from OR cloth fixes merge Change 3376456 on 2017/04/03 by Lina.Halper Resave fortnite animation to remove warning #rb: none Change 3376479 on 2017/04/03 by Jon.Nabozny Touch PhysXLibs to ensure physx links properly. (Needed for CL-3374836) Change 3376610 on 2017/04/03 by Martin.Wilson Fix for crash when reimporting lodded mesh with virtual bones #jira UE-43557 Change 3376618 on 2017/04/03 by Jurre.deBaare Mesh Paint decrement rate is too slow when used with hotkeys #fix change way we increase/decrease brush value #jira UE-43402 Change 3376650 on 2017/04/03 by Benn.Gallagher Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user. #jira UE-41739 Change 3376771 on 2017/04/03 by Benn.Gallagher Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally) #jira UE-41737 Change 3378117 on 2017/04/04 by Thomas.Sarkanen Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified Also added a warning to inform users of the issue. #jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur Change 3378118 on 2017/04/04 by Thomas.Sarkanen Fix 2-bone IK flickering First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases. #jira UE-43525 - Mesh Flicker when Two Bone IK is stretched Change 3378192 on 2017/04/04 by Benn.Gallagher Trivial fix to clothing dropdowns to unbind clothing assets when switching Change 3378206 on 2017/04/04 by Thomas.Sarkanen Fix IncludeTool static analysis errors Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module. #jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error Change 3378207 on 2017/04/04 by Thomas.Sarkanen Fix static analysis warning Change 3378267 on 2017/04/04 by Benn.Gallagher Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16. Change 3378268 on 2017/04/04 by Benn.Gallagher Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen. #jira UE-40407 Change 3378342 on 2017/04/04 by Jurre.deBaare Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor #fix ensure that we update the skeleton tree when changes to the bones are made #misc made sure the reapply button its visibility is dynamic #misc made sure we always re-add previously removed bones when necessary #jira UE-40500 Change 3378374 on 2017/04/04 by Thomas.Sarkanen Fixed animation not working for dynamically-bound wheeled-vehicle anim instances Vehicle anim instance now looks for a wheeled vehicle component when it initializes. #jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns Change 3378518 on 2017/04/04 by Jon.Nabozny Fix jump height becoming frame dependent when JumpMaxHoldTime > 0. #jira UE-23695 Change 3378538 on 2017/04/04 by Martin.Wilson Speculative fix for unreproducable crash on loading animations #jira OR-37157 Change 3378592 on 2017/04/04 by Jurre.deBaare Mesh painting tools not working outside of QAGame #fix required a direct loadmodule call Change 3378622 on 2017/04/04 by Jurre.deBaare CIS shadow variable fix Change 3378742 on 2017/04/04 by Thomas.Sarkanen Fixed crash entering PIE in Orion Change 3378907 on 2017/04/04 by Benn.Gallagher Re-added wind adaptiive effects to legacy wind path. Fixed math error in damping calculations (log2/loge). #jira UE-42044 Change 3379240 on 2017/04/04 by Jon.Nabozny Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies Change 3379415 on 2017/04/04 by Jon.Nabozny Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled. #JIRA UE-32598 Change 3379502 on 2017/04/04 by Lina.Halper Mirroring issue with flipping rotation due to not counting scale #jira: UE-33646, UE-34489 #rb: Ori.Cohen #code review: Zak.Middleton Change 3380544 on 2017/04/05 by Thomas.Sarkanen Fix warning spam when playing back UMG sequences animating visibility Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling. Also removed message log usage in shipping/test builds. #jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'. Change 3380605 on 2017/04/05 by Benn.Gallagher Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game. #jira UE-43624 Change 3381025 on 2017/04/05 by Jon.Nabozny Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues. Change 3381475 on 2017/04/05 by Lina.Halper Fix crash on creating montage and setting slot node #jira: UE-43698 #rb: Ori.Cohen Change 3381558 on 2017/04/05 by Lina.Halper Better clean up of flipping issue of quaternion issue #jira: UE-33646, UE-34489 #rb: Zak.Middleton Change 3381789 on 2017/04/05 by Jon.Nabozny Revert InitAnim changes from CL-3379415 to fix cook warnings. (Will have proper fix for 4.17 instead). Change 3381978 on 2017/04/05 by Aaron.McLeran #jira UE-43654 Fixing oculus audio SDK sample rate issue Change 3383181 on 2017/04/06 by Lina.Halper Remove copy right of Dual quaternion since we no longer uses #code review:Leslie.Nivison Change 3383283 on 2017/04/06 by Ori.Cohen Fixed missing invalidation for body setup when modifying materials #JIRA UE-43680 Change 3383602 on 2017/04/06 by Lina.Halper Fixed scroller in retargeting window #jira: UE-43736 Change 3384369 on 2017/04/07 by Jurre.deBaare Wrong bone is sometimes highlighted in skeleton editor #fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies #jira UE-43735 Change 3384744 on 2017/04/07 by Jon.Nabozny Fix body rotation being killed on load. #JIRA UE-43771 [CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
if (ModeTools->StartTracking(this, Viewport) && bIsDraggingWidget)
{
Widget->SetSnapEnabled(true);
}
}
void FAnimationViewportClient::TrackingStopped()
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
ModeTools->EndTracking(this, Viewport);
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3294073 on 2017/02/09 by Thomas.Sarkanen Delete old location of FriendViewModel.h that did not get picked up correctly in the merge Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839 Change 3358776 on 2017/03/22 by Ori.Cohen Recreate physics when changing mobility of components - fixes debug rendering issue #JIRA UE-39328 Change 3360075 on 2017/03/23 by James.Golding Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main. Change 3362695 on 2017/03/24 by Thomas.Sarkanen Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor #jira UE-41100 - Persona code calling incorrect extenders when building menus. Change 3362696 on 2017/03/24 by Thomas.Sarkanen Facial animation experimental feature now pops up restart editor toast #jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer Change 3362699 on 2017/03/24 by Thomas.Sarkanen Enable snapping for translation in animation viewports #jira UE-39747 - Translating sockets in Persona is not affected by Snap Options #jira UE-39748 - Translating bones in Persona is not affected by Snap Options Change 3362700 on 2017/03/24 by Thomas.Sarkanen Curve source nodes now dont update their source title if the source is a pin The title of the node is not recached when the pin default changes, so we cant display it in the title #jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in Change 3362721 on 2017/03/24 by Thomas.Sarkanen CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports #jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona Change 3362724 on 2017/03/24 by Thomas.Sarkanen Fix animation preview scene keyboard bindings Also moved advanced preview scene into its own module #jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened. Change 3362783 on 2017/03/24 by Ori.Cohen Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash. Change 3362796 on 2017/03/24 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3362803 on 2017/03/24 by Ori.Cohen Recreate physics when changing mobility of components - fixes debug rendering issue #JIRA UE-39328 Change 3363013 on 2017/03/24 by Thomas.Sarkanen Fix CIS issue Change 3363202 on 2017/03/24 by Ori.Cohen Fix bad #endif Change 3363295 on 2017/03/24 by Ori.Cohen Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children. #JIRA UE-40783 Change 3363435 on 2017/03/24 by Jon.Nabozny Fix infinite jump on client when Jump Max Hold Time is not 0. #jira UE-41004 Change 3363451 on 2017/03/24 by Jon.Nabozny Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused). #jira UE-39567 Change 3363504 on 2017/03/24 by Jon.Nabozny Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array. (Code originally came from SCE via UDN) #jira UE-41049 Change 3363532 on 2017/03/24 by Ori.Cohen Change default to SkipSimulatedBones. #JIRA UE-41404 Change 3363537 on 2017/03/24 by Ori.Cohen Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it. #JIRA UE-30826 Change 3363681 on 2017/03/24 by Jon.Nabozny Reapply 3292286 after it was clobbered by 3360002 (Only clobbered in Ocean). #jira UE-37512 Change 3363722 on 2017/03/24 by mason.seay Updated map to improve testing Change 3365351 on 2017/03/27 by Thomas.Sarkanen Fix non-PCH CIS errors #jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name Change 3365422 on 2017/03/27 by Thomas.Sarkanen Fixed skinned mesh LOD not updating in editor under various physics-related circumstances #jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport Change 3365423 on 2017/03/27 by Thomas.Sarkanen Fix ensure when setting Spline IK Bone Axis to 'None' Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved. #jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK Change 3365424 on 2017/03/27 by Thomas.Sarkanen Fix control rigs being convertable to possessables Also prevent 'export to anim sequence' button from appearing on standard level sequences #jira UE-42070 - Crash converting a control rig to Possessable Change 3365425 on 2017/03/27 by Thomas.Sarkanen When selecting bones that are non-required, we dont render gizmos or text labels #jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona Change 3365426 on 2017/03/27 by Thomas.Sarkanen Fixed foot placement IK doing line traces on worker threads Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too). Note: Node is not actually used #jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread Change 3365428 on 2017/03/27 by Thomas.Sarkanen Skeleton selection no does not lag behind choice made in viewport #jira UE-42236 - Mesh Overlay always lags behind actual selection Change 3365429 on 2017/03/27 by Thomas.Sarkanen Fix anim BPs that contain state machines having blank palettes #jira UE-42172 - AnimBP Palette is blank on existing AnimBPs Change 3365435 on 2017/03/27 by Jurre.deBaare Undoing Channel selection in Paint mode does not work #fix use duplicated CDO object instead of CDO directly #jira UE-42621 Change 3365436 on 2017/03/27 by Jurre.deBaare Functionless undo/redo transactions created when importing Alembic file and changing conversion settings #fix use duplicated CDO object instead of CDO directly #jira UE-40347 Change 3365437 on 2017/03/27 by Jurre.deBaare Ensure that HLOD cannot be set up in sub-levels #fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled #jira UE-40301 Change 3365438 on 2017/03/27 by Jurre.deBaare 2D Blendspace breaks when aligning samples in a straight line #fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense #jira UE-42744 Change 3365439 on 2017/03/27 by Jurre.deBaare Color View Mode doesn't reset when closing/reopening editor #fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor #jira UE-42466 Change 3365440 on 2017/03/27 by Jurre.deBaare LOD Model field scrubbing is very sensitive #fix made sure that max slider value is also driven by data #jira UE-42980 Change 3365441 on 2017/03/27 by Jurre.deBaare Replacing an asset in a sequence player node does not register in undo history #fix added transaction for dropping anim assets on player nodes #jira UE-39152 Change 3365442 on 2017/03/27 by Jurre.deBaare Crash on Mac importing some alembic files #fix disable multithread abc file reading with HDF5 backend #jira UE-39783 Change 3365443 on 2017/03/27 by Jurre.deBaare Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files" Change 3365444 on 2017/03/27 by Jurre.deBaare Moving over Alembic fixes: - Time offset issues > changed how we determine frame indices and frame steps - Incorrect tangent issues > enforce tangent calculation during skeletal mesh import - Automatically set recompute tangent flag on skeletal mesh sections Change 3365451 on 2017/03/27 by Jurre.deBaare CIS: include needed for GetTransientPackage Change 3365460 on 2017/03/27 by Jurre.deBaare CIS: apparently CIS wants explicit cast to UObject Change 3365463 on 2017/03/27 by Jurre.deBaare CIS: final fix, was actually UPackage include missing ugh Change 3365486 on 2017/03/27 by Thomas.Sarkanen Fix case error in include for Linux builds Change 3365499 on 2017/03/27 by James.Golding Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData' Fix FCollsiionProfileData typo #jira UE-42490 Change 3365500 on 2017/03/27 by Jurre.deBaare Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh #fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised #jira UE-42637 Change 3365501 on 2017/03/27 by James.Golding Disable rather than hide anim picker when no mesh assigned #jira UE-35537 Change 3365505 on 2017/03/27 by James.Golding Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html #jira UE-43061 Change 3365515 on 2017/03/27 by Jurre.deBaare Using Alt+Click to break Transition node connections cannot be undone using the Undo command #fix added transactions to breaking node links #jira UE-39068 Change 3365528 on 2017/03/27 by Jurre.deBaare Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend #fix added validation on blendspaces when removing or adding sync markers in animation editor #jira UE-39814 Change 3365535 on 2017/03/27 by Jurre.deBaare Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport #fix lock camera if erasing as well #jira UE-42474 Change 3365539 on 2017/03/27 by Jurre.deBaare Painting on animation sequence paints on invisible T-pose skeleton #fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh #jira UE-42484 Change 3365545 on 2017/03/27 by Jurre.deBaare Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting #fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode #jira UE-43091 Change 3365549 on 2017/03/27 by Jurre.deBaare CIS: include fix Change 3365555 on 2017/03/27 by Jurre.deBaare Missing change from 3365545 Change 3365561 on 2017/03/27 by Jurre.deBaare Missing change from 3365545 Change 3365918 on 2017/03/27 by Ori.Cohen PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift) #JIRA UE-43337 Change 3366234 on 2017/03/27 by Ori.Cohen Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called. #JIRA UE-43339 #pr 3427 Change 3367252 on 2017/03/28 by Jurre.deBaare Vertex Weight Painting options are no longer present in MeshPaint mode #fix implemented singleton pattern for paint mode settings to ensure customization works correctly #jira UE-43357 Change 3367340 on 2017/03/28 by Jurre.deBaare GC fix for recent changes to painting / alembic settings Change 3367445 on 2017/03/28 by Thomas.Sarkanen Fix fallout from Main merge OrionEditor needs to depend on the new AdvancedPreviewScene module. Change 3367741 on 2017/03/28 by Ori.Cohen Remove unused physics warning when moving simulated object during physics #jira UE-41465 Change 3368072 on 2017/03/28 by Ori.Cohen Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade #JIRA UE-42956 Change 3368479 on 2017/03/28 by Ori.Cohen Fix GetClosestPoint incorrectly considering welded bodies. #JIRA UE-39329 Change 3368620 on 2017/03/28 by Lina.Halper Added code comment #rb:none #jira: UE-38836 Change 3368752 on 2017/03/28 by mason.seay Updated test map since UE-338836 came back as by design Change 3369370 on 2017/03/29 by James.Golding Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled Add separate options for showing simple and complex collision in StaticMesh Editor #jira UE-42844 Change 3369438 on 2017/03/29 by Lina.Halper Fix issue where it updates more often when you give too high update rate - i.e. 60 #jira: UE-38844 #code review: Laurent.Delayen Change 3369462 on 2017/03/29 by Thomas.Sarkanen Add preview mesh to animation blueprints Auto set preview mesh for animation assets and animation blueprints based off meshes. #jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona Change 3369463 on 2017/03/29 by Thomas.Sarkanen We now select current preview mesh in the preview mesh dropdown Change 3369464 on 2017/03/29 by Thomas.Sarkanen Ticks now appear properly on anim sequence scrub bar #jira UE-41197 - No additional ticks appear on the timeline when you zoom in Change 3369465 on 2017/03/29 by Thomas.Sarkanen Persona now depends publicly on SkeletonEditor GitHub PR #3431 from kayama-shift #jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically Change 3369466 on 2017/03/29 by Thomas.Sarkanen Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package #jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints Change 3369467 on 2017/03/29 by Thomas.Sarkanen Tweaked combo box alignment for world/local transform Appearance is now closer to that of the level editor Change 3369469 on 2017/03/29 by Thomas.Sarkanen Prevent switching to unsupported widget modes when editing control rigs #jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly Change 3369588 on 2017/03/29 by Thomas.Sarkanen Make import data and thumbnail data transactional #jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona) Change 3369609 on 2017/03/29 by Thomas.Sarkanen Montages are now correctly initialized when created They can be used straight away without first opening them in the montage edtior. Moved initialization of composite sections from SMontageEditor to AnimMontageFactory. #jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP Change 3369610 on 2017/03/29 by Thomas.Sarkanen Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved #jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names Change 3369647 on 2017/03/29 by Ori.Cohen Fix mass debug not working when moving components in the editor. #JIRA UE-43437 Change 3369875 on 2017/03/29 by Ori.Cohen Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result. #JIRA UE-25923 Change 3370144 on 2017/03/29 by Lina.Halper Fix on the retargeting child anim BP #rb: Martin.Wilson #jira: UE-39928 Change 3371480 on 2017/03/30 by James.Golding Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff. #jira UE-42132 Change 3371484 on 2017/03/30 by Thomas.Sarkanen We now propagate thread safety flags to child Animation Blueprints Change 3371486 on 2017/03/30 by Thomas.Sarkanen Fixed crash and effector selection issues for two bone IK Crash occured when selecting the root bone as the end of the chain. Viewport selection was not working at all as we werent creating any selection proxy actors any more. Change 3371497 on 2017/03/30 by Thomas.Sarkanen Added warning when Sequencer tries to write to properties that have changed type #jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert Change 3371614 on 2017/03/30 by Martin.Wilson Clean up deprecated property value after load so we dont get extra anim blueprint references #jira UE-42501 Change 3371619 on 2017/03/30 by James.Golding Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs Change 3372452 on 2017/03/30 by Jon.Nabozny Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag. #jira UE-36546 Change 3373043 on 2017/03/30 by Lina.Halper - Consolidating to FastLerp to simply code - Added comment on FastLerp as the result is not normalized #rb: Michael.Noland, David.Hill Change 3373292 on 2017/03/30 by Jeff.Farris Made Actor.DispatchPhysicsCollisionHit virtual. (Copied CL 3261103 from Robo Recall to Dev-AnimPhys) Change 3373293 on 2017/03/30 by Jeff.Farris Added PhysicalAnimationComponent.GetBodyTargetTransform (Copied 3256175 from RoboRecall to Dev-AnimPhys) Change 3373318 on 2017/03/30 by Jeff.Farris Added option for components to opt out of physics impulses on damage. (Copied CL 3282585 from RoboRecall to Dev-AnimPhys) Change 3374064 on 2017/03/31 by Thomas.Sarkanen Renaming curves in animations is now saved properly Guids were not being set, so loading code obliterated the rename after an editor restart #jira UE-40582 - Curve name is not updated when user changes it in persona editor. Change 3374175 on 2017/03/31 by Thomas.Sarkanen Two bone IK UI consistency fixes Completely removed all bone select actors. They have a terrible UX anyway. We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate. #jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set Change 3374216 on 2017/03/31 by Martin.Wilson Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data #jira UE-37897 Change 3374253 on 2017/03/31 by Thomas.Sarkanen Supplementary fix to CL 3371497 Adding name exposure for property types that we support Change 3374298 on 2017/03/31 by Jeff.Farris Code change from nVidia that improves physX perf (afterIntegration time). (Copied CL 3302239 from Robo Recall to Dev-AnimPhys) Change 3374432 on 2017/03/31 by Lina.Halper Make sure AcitveBoneIndices contains parent #jira: UE-14597 #rb: Martin.Wilson #code review: Benn.Gallagher, Alexis.Matte, James.Golding Change 3374836 on 2017/03/31 by Jon.Nabozny Fixup hits returned before start of trace in raycast_capsule. This change is copied from CL-3297212 #jira UE-42532 Change 3375195 on 2017/03/31 by Lina.Halper resave animation sequence for increasing info to warning #code review: Thomas.Sarkanen #jira: UE-40643 Change 3375282 on 2017/03/31 by Lina.Halper Fix odin content for animation : resave animation sequence for increasing info to warning #code review: Thomas.Sarkanen #jira: UE-40643 Change 3375288 on 2017/03/31 by Lina.Halper reverting code of degrading warning to info to avoid warning #jira: UE-40643 Change 3375865 on 2017/04/01 by Lina.Halper fix build error Change 3375868 on 2017/04/01 by Lina.Halper fix build warning on shadow var #code review: Thomas.Sarkanen Change 3376283 on 2017/04/03 by Thomas.Sarkanen Reworked, more generic property path handling in object change listener This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof). The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.) Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains. IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'. Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]). #jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys Change 3376320 on 2017/04/03 by Benn.Gallagher Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver #jira OR-36926 Change 3376413 on 2017/04/03 by Benn.Gallagher Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system. #jira OR-36927 Change 3376421 on 2017/04/03 by Benn.Gallagher Missed file from OR cloth fixes merge Change 3376456 on 2017/04/03 by Lina.Halper Resave fortnite animation to remove warning #rb: none Change 3376479 on 2017/04/03 by Jon.Nabozny Touch PhysXLibs to ensure physx links properly. (Needed for CL-3374836) Change 3376610 on 2017/04/03 by Martin.Wilson Fix for crash when reimporting lodded mesh with virtual bones #jira UE-43557 Change 3376618 on 2017/04/03 by Jurre.deBaare Mesh Paint decrement rate is too slow when used with hotkeys #fix change way we increase/decrease brush value #jira UE-43402 Change 3376650 on 2017/04/03 by Benn.Gallagher Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user. #jira UE-41739 Change 3376771 on 2017/04/03 by Benn.Gallagher Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally) #jira UE-41737 Change 3378117 on 2017/04/04 by Thomas.Sarkanen Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified Also added a warning to inform users of the issue. #jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur Change 3378118 on 2017/04/04 by Thomas.Sarkanen Fix 2-bone IK flickering First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases. #jira UE-43525 - Mesh Flicker when Two Bone IK is stretched Change 3378192 on 2017/04/04 by Benn.Gallagher Trivial fix to clothing dropdowns to unbind clothing assets when switching Change 3378206 on 2017/04/04 by Thomas.Sarkanen Fix IncludeTool static analysis errors Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module. #jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error Change 3378207 on 2017/04/04 by Thomas.Sarkanen Fix static analysis warning Change 3378267 on 2017/04/04 by Benn.Gallagher Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16. Change 3378268 on 2017/04/04 by Benn.Gallagher Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen. #jira UE-40407 Change 3378342 on 2017/04/04 by Jurre.deBaare Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor #fix ensure that we update the skeleton tree when changes to the bones are made #misc made sure the reapply button its visibility is dynamic #misc made sure we always re-add previously removed bones when necessary #jira UE-40500 Change 3378374 on 2017/04/04 by Thomas.Sarkanen Fixed animation not working for dynamically-bound wheeled-vehicle anim instances Vehicle anim instance now looks for a wheeled vehicle component when it initializes. #jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns Change 3378518 on 2017/04/04 by Jon.Nabozny Fix jump height becoming frame dependent when JumpMaxHoldTime > 0. #jira UE-23695 Change 3378538 on 2017/04/04 by Martin.Wilson Speculative fix for unreproducable crash on loading animations #jira OR-37157 Change 3378592 on 2017/04/04 by Jurre.deBaare Mesh painting tools not working outside of QAGame #fix required a direct loadmodule call Change 3378622 on 2017/04/04 by Jurre.deBaare CIS shadow variable fix Change 3378742 on 2017/04/04 by Thomas.Sarkanen Fixed crash entering PIE in Orion Change 3378907 on 2017/04/04 by Benn.Gallagher Re-added wind adaptiive effects to legacy wind path. Fixed math error in damping calculations (log2/loge). #jira UE-42044 Change 3379240 on 2017/04/04 by Jon.Nabozny Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies Change 3379415 on 2017/04/04 by Jon.Nabozny Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled. #JIRA UE-32598 Change 3379502 on 2017/04/04 by Lina.Halper Mirroring issue with flipping rotation due to not counting scale #jira: UE-33646, UE-34489 #rb: Ori.Cohen #code review: Zak.Middleton Change 3380544 on 2017/04/05 by Thomas.Sarkanen Fix warning spam when playing back UMG sequences animating visibility Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling. Also removed message log usage in shipping/test builds. #jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'. Change 3380605 on 2017/04/05 by Benn.Gallagher Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game. #jira UE-43624 Change 3381025 on 2017/04/05 by Jon.Nabozny Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues. Change 3381475 on 2017/04/05 by Lina.Halper Fix crash on creating montage and setting slot node #jira: UE-43698 #rb: Ori.Cohen Change 3381558 on 2017/04/05 by Lina.Halper Better clean up of flipping issue of quaternion issue #jira: UE-33646, UE-34489 #rb: Zak.Middleton Change 3381789 on 2017/04/05 by Jon.Nabozny Revert InitAnim changes from CL-3379415 to fix cook warnings. (Will have proper fix for 4.17 instead). Change 3381978 on 2017/04/05 by Aaron.McLeran #jira UE-43654 Fixing oculus audio SDK sample rate issue Change 3383181 on 2017/04/06 by Lina.Halper Remove copy right of Dual quaternion since we no longer uses #code review:Leslie.Nivison Change 3383283 on 2017/04/06 by Ori.Cohen Fixed missing invalidation for body setup when modifying materials #JIRA UE-43680 Change 3383602 on 2017/04/06 by Lina.Halper Fixed scroller in retargeting window #jira: UE-43736 Change 3384369 on 2017/04/07 by Jurre.deBaare Wrong bone is sometimes highlighted in skeleton editor #fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies #jira UE-43735 Change 3384744 on 2017/04/07 by Jon.Nabozny Fix body rotation being killed on load. #JIRA UE-43771 [CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
Widget->SetSnapEnabled(false);
Invalidate();
}
FVector FAnimationViewportClient::GetWidgetLocation() const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
return ModeTools->GetWidgetLocation();
}
FMatrix FAnimationViewportClient::GetWidgetCoordSystem() const
{
const bool bIsLocal = GetWidgetCoordSystemSpace() == COORD_Local;
if( bIsLocal )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
return ModeTools->GetCustomInputCoordinateSystem();
}
return FMatrix::Identity;
}
ECoordSystem FAnimationViewportClient::GetWidgetCoordSystemSpace() const
{
return ModeTools->GetCoordSystem();
}
void FAnimationViewportClient::SetWidgetCoordSystemSpace(ECoordSystem NewCoordSystem)
{
ModeTools->SetCoordSystem(NewCoordSystem);
Invalidate();
}
void FAnimationViewportClient::SetViewMode(EViewModeIndex InViewModeIndex)
{
FEditorViewportClient::SetViewMode(InViewModeIndex);
ConfigOption->SetViewModeIndex(InViewModeIndex);
}
void FAnimationViewportClient::SetViewportType(ELevelViewportType InViewportType)
{
FEditorViewportClient::SetViewportType(InViewportType);
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
FocusViewportOnPreviewMesh(true);
}
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
void FAnimationViewportClient::RotateViewportType()
{
FEditorViewportClient::RotateViewportType();
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
FocusViewportOnPreviewMesh(true);
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3082391) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3051464 on 2016/07/15 by Nick.Darnell Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines. Change 3051465 on 2016/07/15 by Nick.Darnell Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions. Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt Fixed material editor viewport messages being blocked by viewport toolbar Change 3052025 on 2016/07/15 by Nick.Darnell Moving the placement mode hooks out of functional testing module, moving them into the editor automation module. Change 3053508 on 2016/07/18 by Stephan.Jiang Copy,Cut,Paste tracks, not for mastertracks yet. #UE-31808 Change 3054723 on 2016/07/18 by Stephan.Jiang Small fixes for typo & comments Change 3055996 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received Change 3056106 on 2016/07/19 by Trung.Le Back out changelist 3055996. Build break. Change 3056108 on 2016/07/19 by Stephan.Jiang Updating "SoundConcurrency" asseticon Change 3056389 on 2016/07/19 by Trung.Le PIE: No longer auto resume game in PIE on focus received #jira UE-33339 Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt More perf selection improvements: - Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path Change 3056758 on 2016/07/19 by Stephan.Jiang Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer. Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify! Change 3057635 on 2016/07/20 by Stephan.Jiang Updating visual logger icon UI Change 3057645 on 2016/07/20 by Richard.TalbotWatkin Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3057868 on 2016/07/20 by Richard.TalbotWatkin Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3057895 on 2016/07/20 by Richard.TalbotWatkin Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3057966 on 2016/07/20 by Richard.TalbotWatkin Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport Change 3058009 on 2016/07/20 by Richard.TalbotWatkin Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868. Change 3058047 on 2016/07/20 by Stephan.Jiang Fixing error on previous CL: 3056758 (extra qualification) Change 3058266 on 2016/07/20 by Nick.Darnell Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor. Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran) Change 3059214 on 2016/07/21 by Richard.TalbotWatkin Further fixes to visualizers following Component Visualizer API change. Change 3059260 on 2016/07/21 by Richard.TalbotWatkin Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang. Change 3059543 on 2016/07/21 by Stephan.Jiang Changeing level details icon Change 3059732 on 2016/07/21 by Stephan.Jiang Directional Light icon update Change 3060095 on 2016/07/21 by Stephan.Jiang Directional Light editor icon asset changed Change 3060129 on 2016/07/21 by Nick.Darnell Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance. Change 3061735 on 2016/07/22 by Stephan.Jiang Improve UMG replace with in HierarchyView function #UE-33582 Change 3062059 on 2016/07/22 by Stephan.Jiang Strip off "b" in propertyname in replace with function for tracks. Change 3062146 on 2016/07/22 by Stephan.Jiang checkin with CL: 3061735 Change 3062182 on 2016/07/22 by Stephan.Jiang Change both animation bindings' widget name when renameing the widget so the slot content is still valid Change 3062257 on 2016/07/22 by Stephan.Jiang comments Change 3062381 on 2016/07/22 by Nick.Darnell Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build. Change 3062924 on 2016/07/25 by Chris.Wood Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories. This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570 Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant) Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt PR #2619: added a search box to ModuleUI (Contributed by straymist) Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages. https://jira.ol.epicgames.net/browse/UE-33651 #jira UE-33651 Change 3063091 on 2016/07/25 by Alex.Delesky #jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber. Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Fix large FName creation time when selecting thousands of objects Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt Selection Perf: - Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated - USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation - Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid - Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it - Removed expensive checking for brush actors when any actor is selected Change 3063749 on 2016/07/25 by Stephan.Jiang Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename() #jira UE-33711 Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3064612 on 2016/07/26 by Alex.Delesky #jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset. Change 3064647 on 2016/07/26 by Alexis.Matte #jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file. Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt Fixed typo Change 3064795 on 2016/07/26 by Jamie.Dale Fixed typo in FLocalizationModule::GetLocalizationTargetByName #jira UE-32961 Change 3066461 on 2016/07/27 by Jamie.Dale Enabled stable localization keys Change 3066463 on 2016/07/27 by Jamie.Dale Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes Change 3066467 on 2016/07/27 by Jamie.Dale Updated internationalization archives to store translations per-identity This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text. Major changes: - Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper. - Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static. - FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig. - The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now). - Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead. Workflow changes: - Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed). - PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data. - PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated. - LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file). Format changes: - The archive version was bumped to 2. - Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version. #jira UETOOL-897 #jira UETOOL-898 #jira UE-29481 Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt Attempt to fix linux compilation Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt Fixed data tables with structs crashing due to recent editor selection optimizations Change 3066886 on 2016/07/27 by Jamie.Dale Added required data to accurately detect TZ (needed for DST) #jira UE-28511 Change 3067122 on 2016/07/27 by Jamie.Dale Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone). Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display. Change 3067227 on 2016/07/27 by Jamie.Dale Added a test to verify that the ICU timezone is set correctly to produce local time (including DST) Change 3067313 on 2016/07/27 by Richard.TalbotWatkin Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values. #jira UE-33669 - Crash in Dev-Editor Change 3067736 on 2016/07/27 by Stephan.Jiang Border changes for experimental classes warning Change 3067769 on 2016/07/27 by Stephan.Jiang HERE BE DRAGONS for experimental class warning #UE-33780 Change 3068192 on 2016/07/28 by Alexis.Matte #jira UE-33586 make sure we remove any false warning when running fbx automation test. Change 3068264 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068293 on 2016/07/28 by Alex.Delesky #jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them. Change 3068481 on 2016/07/28 by Stephan.Jiang Adding Options to show/hide soft & hard references & dependencies in References Viewer #jira UE-33746 Change 3068585 on 2016/07/28 by Richard.TalbotWatkin Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt Fixed some issues with the selected classes not updating when objects are deselected Change 3069335 on 2016/07/28 by Jamie.Dale Fixed unintended error when trying to load a manifest/archive that didn't exist Fixed a warning when trying to load a PO file that didn't exist Change 3069408 on 2016/07/28 by Alex.Delesky #jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well. Change 3069878 on 2016/07/29 by Jamie.Dale Fixed include casing #jira UE-33910 Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary) Change 3071813 on 2016/08/01 by Jamie.Dale Fixed include casing #jira UE-33936 Change 3072043 on 2016/08/01 by Jamie.Dale Fixed FText formatting of pre-Gregorian dates We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates. #jira UE-14504 Change 3072066 on 2016/08/01 by Jamie.Dale PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist) Change 3072149 on 2016/08/01 by Jamie.Dale We no longer use the editor culture when running with -game Change 3072169 on 2016/08/01 by Richard.TalbotWatkin A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3072221 on 2016/08/01 by Jamie.Dale Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor #jira UE-33001 Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it. Reimplemented this change from the siggraph demo stream Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt Removed unused code as suggested by a pull request Change 3073750 on 2016/08/02 by Richard.TalbotWatkin Fixed formatting (broken in CL 3057895) in anticipation of merge from Main. Change 3073789 on 2016/08/02 by Jamie.Dale Added a way to mark text in text properties as culture invariant This allows you to flag properties containing text that doesn't need to be gathered. #jira UE-33713 Change 3073825 on 2016/08/02 by Stephan.Jiang Material Editor: Highligh all Nodes connect to an input. #jira UE-32502 Change 3073947 on 2016/08/02 by Stephan.Jiang UMG Project settings to show/hide different classes and categories in Palette view. --under Project Settings ->Editor->UMG Editor Change 3074012 on 2016/08/02 by Stephan.Jiang Minor changes and comments for CL: 3073947 Change 3074029 on 2016/08/02 by Jamie.Dale Deleting folders in the Content Browser now removes the folder from disk #jira UE-24303 Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt Added missing stats to track pooled vertex and index buffer cpu memory A new slate allocator was added to track memory usage for this case. Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt Renamed a few slate stats for consistency Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt Moved geometry cache asset type to the animation category. It is not a basic asset type Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt Fix a few padding and sizing issues Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt Settings UI improvements * Added the ability to search through all settings at once * Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly ------- * This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel. * Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class. *Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel. Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt Removed FBX scene as a top level option in asset filter menu in the content browser. Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt Mac warning fix Change 3075603 on 2016/08/03 by Nick.Darnell Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project. Change 3075605 on 2016/08/03 by Nick.Darnell Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser. Change 3076084 on 2016/08/03 by Jamie.Dale Added basic support for localizing plugins You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually. You need to define the localization targets your plugin uses in its .uplugin file, eg) "LocalizationTargets": [ { "Name": "Paper2D", "LoadingPolicy": "Always" } ] "Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config. "LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor). UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory). UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project. #jira UE-4217 Change 3076123 on 2016/08/03 by Stephan.Jiang Extend "Select all input nodes" function to general blueprint editor Change 3077103 on 2016/08/04 by Jamie.Dale Added support for underlined text rendering (including with drop-shadows) FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness. FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline). This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight. Change 3077842 on 2016/08/04 by Jamie.Dale Fixed fallout from API changes Change 3077999 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078000 on 2016/08/04 by Trung.Le Categories VREditor-specific UMG widget assets as "VR Editor" #jira UE-34134 Change 3078056 on 2016/08/04 by Nick.Darnell Build - Fixing a mac compiler warning, reodering constructor initializers. Change 3078813 on 2016/08/05 by Nick.Darnell Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests. Change 3078818 on 2016/08/05 by Nick.Darnell Additional rename and cleanup associated with test moving. Change 3078819 on 2016/08/05 by Nick.Darnell Removing the Oculus performance automation test, not running, and was unclaimed. Change 3078842 on 2016/08/05 by Nick.Darnell Continued reorganizing tests. Change 3078897 on 2016/08/05 by Nick.Darnell Additional changes to get some moved tests compiling Change 3079157 on 2016/08/05 by Nick.Darnell Making it possible to browse provider names thorugh the source control module interface. Change 3079176 on 2016/08/05 by Stephan.Jiang Add shortcut Ctrl+Shift+Space to rotate through different viewport options #jira UE-34140 Change 3079208 on 2016/08/05 by Stephan.Jiang Fix new animation name check in UMG Change 3079278 on 2016/08/05 by Nick.Darnell Fixing the build Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor) Change 3081155 on 2016/08/08 by Nick.Darnell Fixing some issues with the editor tests / runtime tests under certain build configs. Change 3081243 on 2016/08/08 by Stephan.Jiang Add gesture in LevelViewport to switch between Top/Bottom...etc. Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt Work around animations not playing in paragon due to bsp rebuilds (UE-34391) Change 3082254 on 2016/08/09 by Stephan.Jiang DragTool_ViewportChange init changes [CL 3082411 by Matt Kuhlenschmidt in Main branch]
2016-08-09 11:28:56 -04:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2972815) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2965743 on 2016/05/04 by Tom.Looman Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA Change 2965744 on 2016/05/04 by Marc.Audy VS2015 Shadow Variable fixes Change 2965813 on 2016/05/04 by Tom.Looman Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early. UE-27529 #rb MarcA Change 2966564 on 2016/05/04 by Marc.Audy VS2015 shadow variable fixes Change 2967244 on 2016/05/05 by Jon.Nabozny Remove UPROPERTY from members that don't require serialization and aren't user editable. #JIRA UE-30155 Change 2967377 on 2016/05/05 by Lukasz.Furman fixed processing of AIMessages when new message appears during notify loop #ue4 Change 2967437 on 2016/05/05 by Marc.Audy Add a static One to TBigInt Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp Part of fixing shadow variables for VS2015 Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2967552 on 2016/05/05 by Marc.Audy Fix compile error in DocumentationCode Change 2967556 on 2016/05/05 by Marc.Audy Enable shadow variable warnings in 2015 Change 2967836 on 2016/05/05 by Marc.Audy Another DocumentationCode project fix Change 2967941 on 2016/05/05 by Marc.Audy Make bShowHUD not config Expose HUD properties to blueprints Cleanup stale entries in BaseGame.ini Deprecate unnecessary colors in AHUD in favor of using FColor statics #jira UE-30045 Change 2969008 on 2016/05/06 by Marc.Audy VS2015 Shadow Variable fixes found by CIS Change 2969315 on 2016/05/06 by John.Abercrombie Duplicating CL 2969279 from //Fortnite/Main/ Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused -------- Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40. Change 2969611 on 2016/05/06 by Marc.Audy Default bShowHUD to true Change 2971041 on 2016/05/09 by Marc.Audy Add Get/Set Actor/Component TickInterval functions and expose to blueprints Change 2971072 on 2016/05/09 by Marc.Audy Fix VS2015 shadow variables warnings Change 2971629 on 2016/05/09 by Marc.Audy PR#1981 (contributed by EverNewJoy) CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint #jira UE-25901 Change 2971632 on 2016/05/09 by Marc.Audy Missed file from CL# 2971629 [CL 2972828 by Marc Audy in Main branch]
2016-05-10 16:00:39 -04:00
bool FAnimationViewportClient::InputKey( FViewport* InViewport, int32 ControllerId, FKey Key, EInputEvent Event, float AmountDepressed, bool bGamepad )
{
bool bHandled = false;
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3072953) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 Change 3072915 on 2016/08/01 by Nick.Whiting Fixing Google VR Preview being distorted by fixing merge error specifying number of verts per distortion mesh #jira UE-34044 Change 3072891 on 2016/08/01 by Nick.Whiting Integrating fix from DevVR to force GameGetsMouseControl to on when using VR PIE, since you always need focus for motion controllers #jira UE-33579 Change 3072885 on 2016/08/01 by Nick.Darnell UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers. Continued - adding missing file. #jira UE-32876 Change 3072869 on 2016/08/01 by Ori.Cohen Fix CIS #jira UE-3402 Change 3072862 on 2016/08/01 by Josh.Adams - Fixed case issue for Linux #jira UE-34020 Change 3072818 on 2016/08/01 by Nick.Darnell UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures. Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers. #jira UE-32876 Change 3072756 on 2016/08/01 by John.Billon Fixed crash when setting a composite texture on a render target cube. #Jira UE-33885 Change 3072755 on 2016/08/01 by John.Billon Exposed GPUMorphTargets (r.MorphTarget.Mode) as a project setting. #Jira UE-33574 Change 3072753 on 2016/08/01 by John.Billon Fixed a possible null dereference in distrubutions that was causing crashes when changing particle parameters. #Jira UE-32565 #Jira UE-29528 Change 3072665 on 2016/08/01 by Ben.Marsh Fix parse errors in BuildGraph example script. Change 3072664 on 2016/08/01 by Mike.Beach Mirrors CL 3072620 from Dev-Blueprints. Reverting a presumptive (guessed-at) fix from CL 2830752 (UE-22075). This was preventing REINST classes from retaining certain UObject references (specifically data/objects stored in Actor's "CurrentTransactionAnnotation" member). Those objects would be GC'd during the reinstancing process, and when we copied that data over later, towards the end of reinstancing, we'd be copying bad object pointers to the new actors. #jira UE-29631 Change 3072656 on 2016/08/01 by Mike.Beach Mirrors CL 3072614 from Dev-Blueprints. Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object. #jira UE-29613 Change 3072649 on 2016/08/01 by Mike.Beach Mirrors CL 3071292 from Dev-Blueprints. Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops). #jira UE-29631 Change 3072568 on 2016/08/01 by Phillip.Kavan Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead) Mirrored from //Orion/Dev-General (CLs# 3065749/3065868). #jira UE-32780 Change 3072565 on 2016/08/01 by Rolando.Caloca UE4.13 - More info to track down crash with missing Primitive uniform buffer #jira UE-33418 Change 3072526 on 2016/08/01 by Matt.Kuhlenschmidt Fix hovering broken in the details panel #jira UE-20903 Change 3072509 on 2016/08/01 by Matt.Kuhlenschmidt Removed nested list views in a details panel customization which caused the scrollbar in the details panel to become unusable #jira UE-20903 Change 3072479 on 2016/08/01 by Ori.Cohen Fix potential crash when calling SetSkeletalMesh on a skeletal mesh component that's using per poly collision #JIRA UE-34023 Change 3072438 on 2016/08/01 by Chris.Wood Fixed ICU dll loading logic so that monolithic tools like CRC don't try to load them. [UE-33943] - Crash Report Client window not opening in a packaged build #jira UE-33943 #test Editor, run Packaged QAGame, crash Packaged QAGame, runs CrashReportClient, run SlateViewer, run EpicGamesLauncher Change 3072360 on 2016/08/01 by Chris.Babcock Enable Google Play Games for ARM64 on Android #jira UE-34031 #ue4 #android Change 3072337 on 2016/08/01 by Mitchell.Wilson Saving multiple files from VR template to resolve empty engine version warnings. #jira UE-33937 Change 3072302 on 2016/08/01 by Lina.Halper Fix issue where weight doesn't update correctly while updating list #jira: UE-33023 Change 3072250 on 2016/08/01 by Lina.Halper Add error message when rename failed #jira: UE-33661 Change 3072103 on 2016/08/01 by Lina.Halper - Undid previous propagating change of morphtarget - Refresh function - Made sure whatever happening, the buffer size remains sane and render thread will always get the same size #code review: Rolando.Caloca #jira: UE-33923 Change 3072062 on 2016/08/01 by Jurre.deBaare Static Mesh Editor and Persona viewport are very dark #fix Added same default config value for the directional light rotation as in FPreviewScene (otherwise would result in nulled rotator) #jira UE-33945 Change 3072061 on 2016/08/01 by Jurre.deBaare Incorrect importing of morph target weights when setting the percentage bases option on import #fix use original number of singular values to index into the weights array (otherwise we would be reading incorrect data if NumUsedSingularValues != the original number #jira UE-34003 Change 3072052 on 2016/08/01 by Chris.Babcock Vulkan extension fixes for Android #jira UE-32943 #ue4 #android Change 3072039 on 2016/08/01 by Mitchell.Wilson Adding blueprint child of Paper2D character to the 2DSideScrollerExampleMap. #jira UE-33843 Change 3072003 on 2016/08/01 by Rob.Cannaday Change category of OnlineSubsystem, OnlineFramework from "TODO" to "Online Platform" to match other online subsystems. #jira UE-34008 Change 3071942 on 2016/08/01 by Matthew.Griffin Adding feature pack for TP_VirtualRealityBP Change 3071937 on 2016/08/01 by Max.Chen Sequence Recorder: Fix a bug where transforms wouldn't be captured if an anim recorder exists but the skeletal mesh that the anim recorder is supposed to capture doesn't exist. This fixes the first person template character not getting recorded. #jira UE-32918 Change 3071932 on 2016/08/01 by Dmitry.Rekman Linux: fix launch on (UE-33934) #tests Tested launching on a native host. #jira UE-33934 (Edigrating CL 3071928 //UE4/Dev-Platform/... to //UE4/Release-4.13/...) Change 3071926 on 2016/08/01 by Andrew.Rodham Sequencer: Fixed exponential slowdown when restoring selection states #jira UE-33918 Change 3071917 on 2016/08/01 by Mitchell.Wilson Disabled shadow casting on RTS_Env_Ice_Fort_Trim pieces that are placed along the path in TowerDefenseMap and rebuilt lighting. #jira UE-15196 Change 3071914 on 2016/08/01 by Allan.Bentham Fix for incorrect feature level when using networked PIE. #jira UE-25807 Change 3071894 on 2016/08/01 by Andrew.Rodham Sequence Recorder: CIS fix #jira UE-31277 Change 3071884 on 2016/08/01 by phillip.patterson Updated UMG_Invalidation.uasset to Include Combo Box Test #jira UE-29618 Change 3071869 on 2016/08/01 by Mitchell.Wilson Changed LPF Freq Max on example 1.5 to bettery demonstrate Loww Pass Filter feature. #jira UE-33714 Change 3071868 on 2016/08/01 by phillip.patterson Added UMG_Invalidation.uasset for a test case #jira UE-29618 Change 3071855 on 2016/08/01 by Jurre.deBaare Engine fails to compile in Alembic with DebugBuildsActuallyUseDebugCRT enabled #fix Recompiled zlib to be correct debug version #jira UE-27576 Change 3071853 on 2016/08/01 by Jurre.deBaare Fix issue with debug asserts not compiling correctly #fix Debug build will use a different macro path in DetourAssert/RecastAssert in which there is a , instead of a ; which the compiler complains about #jira UE-33989 Change 3071851 on 2016/08/01 by Matt.Kuhlenschmidt Added guards against force deleting objects garbage collecting objects while they are being deleted. This will still ensure in an attempt to isolate the actual issue. #jira UE-33013 Change 3071849 on 2016/08/01 by Tom.Looman Resaved content files with engine version for VR Template #jira ue-33325 Change 3071822 on 2016/08/01 by Mitchell.Wilson Adding crosshair to WeapLauncher when not sighted in. #jira UE-30617 Change 3071798 on 2016/08/01 by Andrew.Rodham Sequencer: Fixed various issues to do with recording attached components There were several edge cases where attached components would be recorded with incorrect animation, transforms, or not recorded at all. #jira UE-30574 #jira UE-31277 Change 3071789 on 2016/08/01 by Tom.Looman Fixed warning of missing gamemode in VR Template. #jira ue-33325 Change 3071787 on 2016/08/01 by Mitchell.Wilson Cleared material interface on Neutral.uasset to resolve a warning. #jira UE-33957 Change 3071784 on 2016/08/01 by Robert.Manuszewski Making sure UMediaPlayer objects are not added to any GC clusters because they can load additional assets after they had PostLoad called on them and that results in Disregard For GC assumptions being violated. #jira UE-33692 #jira UE-33814 Change 3071746 on 2016/08/01 by Tom.Looman Added config.ini for Feature Pack creation to VR Template #jira ue-33325 Change 3071694 on 2016/08/01 by Robert.Manuszewski Fixing crash after opening edit config data for remote build then packaging #jira UE-33719 Change 3071660 on 2016/08/01 by Dmitriy.Dyomin Fixed: Nexus 5, Android 4.4.4 has inverted R/B color channels with r.TonemapperFilm enabled (replaced usage of LinearToSrgbBranching with LinearToSrgbBranchless for mobile) Also removed "OutputDevice" branches that are not used on mobile, otherwise generated LUT pixel shader has more than 2k lines and device refuses to compile it #jira UE-30104 Change 3071657 on 2016/08/01 by Matthew.Griffin Excluded TP_VirtualRealityBP Template from Mac Binary builds. Change 3071651 on 2016/08/01 by Tom.Looman Removed config.ini ref from content.txt #jira UE-33325 Change 3071645 on 2016/08/01 by Jurre.deBaare Merge Actor Tool missing option to deselect Export Specific LOD #fix Added the ability to export a specific LOD or all LODs for the selected objects #jira UE-33100 Non wrapped UVs in static mesh cause incorrect UVs on (HLOD) merged static mesh #fix force to generate unique UVs for baking out the material to ensure we get the correct texture data #jira UE-29976 Change 3071608 on 2016/08/01 by Thomas.Sarkanen Bringing hitch tracking fix over from Orion. Engine: Properly resetting the hitch buckets at the start of each FPS chart, so hitch time isn't accumulated across multiple runs #jira UE-33911 - Time spent in hitch tracking buckets is not reset between fps chart captures (so it grows each capture in a session) Change 3071606 on 2016/08/01 by Matthew.Griffin Added TP_VirtualRealityBP to list of templates to make feature packs from, build DDC for and include in binary build. #jira UE-33959 Change 3071584 on 2016/08/01 by Matthew.Griffin Added support for per file Intellisense PCH settings, to improve its startup speed - disabled by default due to crashes. Split GetDirectIncludeDependencies function so that part of it could be used without having a build target. #jira UE-23720 Change 3071479 on 2016/07/31 by Dmitriy.Dyomin Fixed FAssetPtr remapping issues for duplicated packages (level Save As, level Duplicate). This fixes issue with broken foliage base cache. Hardened code in foliage base cache and removed asserts, so maps with broken cache can still load Merged from Dev-Mobile CL# 3057039 #jira UE-32774 Change 3071478 on 2016/07/31 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3071282 on 2016/07/30 by Max.Chen Cine Camera Actor: CIS fix #jira UE-33805 Change 3071272 on 2016/07/30 by Max.Chen Cine Camera Actor: Fix debug focus plane not getting updated when animated. Refactor UpdateDebugFocusPlane so that it's called from the actor tick instead of just in GetCameraView. #jira UE-33805 Change 3071229 on 2016/07/30 by Ben.Marsh Fix static analysis warning. Change 3071077 on 2016/07/29 by Max.Chen Sequencer: Set relative location, rotation, scale explicitly to identity instead of calling ResetRelativeTransform because we don't want overlaps to fire until after the update pass. #jira UE-33432 Change 3071076 on 2016/07/29 by Max.Chen Sequencer: Set event track eval order to fire first. This fixes some ambiguity and also a bug where transform tracks don't evaluate pre/post if the eval position is changed in the middle of evaluation. #jira UE-33078 Change 3071070 on 2016/07/29 by Max.Chen Sequence Recorder: Record actors as possessables Added GetWorld() check when resolving bindings in case the world is being torn down. Copy from Dev-Sequencer #jira UE-33969 Change 3071069 on 2016/07/29 by Max.Chen Sequencer: Add Convert to Possessable Copy from Dev-Sequencer #jira UE-32139 Change 3071058 on 2016/07/29 by Max.Chen Sequencer: Tweak track colors Audio track brighter Transform, bool, event tracks less saturated Recording subsection more saturated Fade track gradient Copy from Dev-Sequencer #jira UE-33968 Change 3071057 on 2016/07/29 by Max.Chen Sequencer: Remove curve editor visibility as a toggleable config. It's now just a toggleable state that defaults to false. This fixes unexpected behavior of staying in the curve editor when restarting the editor or switching to a different level sequence asset. Copy from Dev-Sequencer #jira UE-33967 Change 3071004 on 2016/07/29 by Lauren.Ridge Fix for crash on color picker summon due to null SWindow #rb chris.gagnon #jira UE-33966 Change 3070956 on 2016/07/29 by Chris.Babcock Disable Oculus stress tests on Android(for now) to remove shader dependency unhandled on Mac editor #jira UE-33607 #ue4 #android Change 3070807 on 2016/07/29 by Nick.Darnell Slate - Disabling thickness calculation in slate lines, the underlying code doesn't properly handle the edge cases that causes a breakdown and the lines become flipped/twisted, or have zero width. #jira UE-30481 Change 3070779 on 2016/07/29 by Rob.Cannaday Re-add bCompileSteamOSS as deprecated with a notice on how to use OnlineSubsystemSteam Remove reference to bCompileSteamOSS from GameModule.Build.cs.template, replacing it with a comment of how to include OnlineSubsystemSteam #jira UE-33922 Change 3070766 on 2016/07/29 by Matt.Kuhlenschmidt Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash) #jira UE-33914 Change 3070764 on 2016/07/29 by Phillip.Kavan [UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies. Mirrored from CL# 3065278. (resubmitted as edit) #jira UE-20581 Change 3070757 on 2016/07/29 by Nick.Darnell Slate - Anything that requests a CreateUpdatableTexture from the SlateRHIRenderer and later releaseses it, the renderer now keeps those releases around for an extra frame on the game thread to avoid deleting a pointer that may have already been queued up on the CPU side of the renderer to be used in an element batch. Which is what happens if you remove a widget in it's own tick, that happens to also contain a web browser widget. #jira UE-33450 Change 3070741 on 2016/07/29 by Phillip.Kavan Back out previous submit (forgot to convert to edit). #jira UE-20581 Change 3070737 on 2016/07/29 by Phillip.Kavan [UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies. Mirrored from CL# 3065278. #jira UE-20581 Change 3070695 on 2016/07/29 by Ryan.Vance #jira UE-32145 We were using the wrong texture format for the rift ogl bridge. Removed derived ogl bridge destructor to fix assert. Based on CL 3069701 from Oculus Change 3070632 on 2016/07/29 by Mitchell.Wilson Rebuilt lighting for SubwaySequencer #jira UE-33564 Change 3070620 on 2016/07/29 by Chris.Babcock Fast ASTC texture compression, using ISPC. #jira UE-32308 Change 3070586 on 2016/07/29 by phillip.patterson Updating Sequencer_Focus for test case #jira UE-29618 Change 3070539 on 2016/07/29 by Jon.Nabozny Fix PhysX error where CCD is enabled on a Kinematic body. (This is copied from 3061370) #jira UE-33463 Change 3070538 on 2016/07/29 by Mitchell.Wilson Resaving TowerDefenseMap_Effects, TowerDefenseMap_Lights, and TowerDefenseMap_M to resolve MikkTSpace warnings. #jira UE-29730 Change 3070467 on 2016/07/29 by Lauren.Ridge Making the Color Picker accessible in VR Editing mode, hiding the eyedropper in VR mode. #rb mike.fricker #jira UE-33920 #jira UE-33769 Change 3070460 on 2016/07/29 by Lauren.Ridge Changing VR Screenshot mode to use direct capture of the mirrored view on the monitor #rb mike.fricker #jira UE-32413 Change 3070455 on 2016/07/29 by Lauren.Ridge Fixes for auto-entry to VR mode. Adding HMD validity checks, Steam VR only switches to not worn after being in the worn state, adding default setting to ini file. #rb mike.fricker #jira UE-33635 Change 3070404 on 2016/07/29 by John.Pollard Fix: Console command "Open" crashes with dedicated server settings #jira UE-32511 Change 3070380 on 2016/07/29 by Matt.Kuhlenschmidt Fix incorrect tooltip for the lerp instruction in the material editor #jira UE-33896 Change 3070376 on 2016/07/29 by Ryan.Vance #jira UEVR-32 Support base and neo multi-view vertex shaders on ps4. Compile both base and neo versions of the multi-view enabled vertex shaders. Pack them together in the resulting shader code. Unpack them and load the correct version when creating the vertex shader instance. Change 3070345 on 2016/07/29 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3070315 on 2016/07/29 by Ben.Woodhouse (cherry picked from dev-rendering) Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3070314 on 2016/07/29 by Ben.Woodhouse (cherry picked from dev-rendering) Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3070272 on 2016/07/29 by Jon.Nabozny Fix CIS by removing unused (and deprecated) call to GetMovementInputVector() in ShooterCharacter. #jira UE-33944 Change 3070235 on 2016/07/29 by Mitchell.Wilson Hid Camera_Movement effects when the user is interacting with the sand in BP_RakeStuff. #jira UE-32742 Change 3070221 on 2016/07/29 by Jurre.deBaare HLOD: The forced viewing level slider does not stay in sync after building a cluster #fix The minimum drawing distance was being set to the original instead of the current value which would make it behaviour as normal (not being forced) #jira UE-32187 Change 3070218 on 2016/07/29 by Jurre.deBaare HLOD: Shadow logic in ALODActor is messed up #fix Moved shadow determination logic #jira UE-31753 Change 3070212 on 2016/07/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix Not refreshing the HLOD Outliner (not needed), and force scroll into view the first selected cluster #jira UE-30384 Change 3070176 on 2016/07/29 by Jurre.deBaare Some post processing features in Preview Scene Settings do not update immediately #fix Vector values as properties were not getting picked up due to their outer not being the struct but an FVector :D #jira UE-33895 Change 3070175 on 2016/07/29 by Jurre.deBaare Static Mesh Editor does not display Vertex Colors in Lit mode #fix Caused by not disabling advanced features which used to happen for preview scenes by default :/ #jira UE-32977 Change 3070163 on 2016/07/29 by Chris.Wood Changed log warnings to info when WinSAT assessment unavailable [UE-30198] - WinSAT assessment unavailable when running Hardware Survey #jira UE-30198 trivial change Change 3070154 on 2016/07/29 by Matthew.Griffin Removed exceptions for IOS .a files now we are building code projects Additional inclusions for Android/IOS that cannot be determined via Build Products/Runtime Dependencies #jira UE-33868 Change 3070124 on 2016/07/29 by Alex.Delesky #jira UE-32911 - Fixing an issue where thumbnail preview scenes would spawn an additional instance of its preview actor even if one was already in the scene. Also fixes a crash on shutdown due to cached thumbnail scenes not being released when thumbnail renderers begin destruction. Change 3070060 on 2016/07/29 by Chris.Wood Fixed command line argument saved to crash reports and used to restart crash processes [UE-30665] - CrashReporterClient send and restart does not reopen the project #jira UE-30665 trivial re-add of a line lost in a confusing merge. Change 3070035 on 2016/07/29 by Allan.Bentham Add cvars 'r.Android.DisableVulkanSupport' and 'r.Android.DisableOpenGLES31Support' Allows device profiles to disable vulkan and/or ES3.1. #jira UE-33379 Change 3070027 on 2016/07/29 by Tom.Looman Added fresh VR Template BP (origin: //depot/usr/Tom.Looman/VRTemplate/) #jira UE-33325 Change 3070009 on 2016/07/29 by James.Golding Disable 'convert proc mesh to static mesh' when template is selected. Also don't create static mesh if procmesh generate no geom. #jira UE-32395 Change 3070007 on 2016/07/29 by James.Golding Fix highlight when searching Anim Curves #jira UE-33073 Change 3070002 on 2016/07/29 by James.Golding Fix complex collision drawing in StaticMesh Editor #jira UE-33062 Change 3069998 on 2016/07/29 by Jon.Nabozny Fix AShooterCharacter heavy breathing even when running but not moving. #jira UE-32398 Change 3069980 on 2016/07/29 by James.Golding Add UV support to ProcMeshComp collision Fix bUseComplexAsSimpleCollision not being applied because ProcMeshBodySetup was transient, so setting was lost Move ProceduralMeshComponent out of 'experimental' #jira UE-29850, UE-33003 Change 3069970 on 2016/07/29 by James.Golding Add #if WITH_PHYSX around ISimEventCallbackFactory at Ori#s suggestion (forgot to do this in initial checkin CL 3053969) #jira UE-32819 Change 3069969 on 2016/07/29 by Andrew.Porter Adding movie test content to NotForLicensee. #jira UE-29618 Change 3069962 on 2016/07/29 by Chris.Wood Writing CrashReportClient config section from Engine config in crashing app to crash report folder. Crash Report Client reads new file and sets project-specific settings. [UE-31820] - CrashReportClient config is getting merged between streams and projects containing project-specific settings #jira UE-31820 Affects Core and CrashReportClient. Removes existing values from CRC's own engine config file because they are project-specific and the file is agnostic. Added project-specific values to engine config with defaults set in BaseEngine.ini. Added overrides to Orion config. Change 3069908 on 2016/07/29 by Jurre.deBaare Saving assets with UGS build, fixes build warnings #jira UE-123 Change 3069889 on 2016/07/29 by Jurre.deBaare Build fix for -game builds (missing WITH_EDITOR ifdef) #jira UE-123 Change 3069877 on 2016/07/29 by Allan.Bentham Add Android ES3.1, vulkan and iOS Metal material quality settings to project settings. Fixed issue that prevented settings editor saving out array property changes. #jira UE-33379 Change 3069872 on 2016/07/29 by Jurre.deBaare Added option to disable post processing option in preview scene Inverted normals on the sky sphere (asset change) Bad performance when changing (slider) values for the advanced preview scene #fix Small optimizations and now only save the data on closing of the preview scene tab #jira UE-33496 Persona floor offset not being correct #fix Re-added floor offsetting mechanism (even though I find it very ugly), which now sets the advanced preview scene's floor offset #jira UE-32278 Add a shortcut for hiding/showing the sky (and maybe the floor) in asset viewers #fix I will now hide the environment and O the floor #jira UE-33498 Directional light rotation not saved with advanced preview scene profiles #fix Now does :) #jira UE-33619 Change 3069838 on 2016/07/29 by Luke.Thatcher Fix crash in ShooterGame when running the server. Paper2D plugin now has a dependency on the SlateRHIRenderer module, which needs to be loaded in PostConfigInit phase, otherwise shader types in the slate renderer module are not initialized in time. #jira UE-33671 Change 3069440 on 2016/07/28 by patrickr.donovan #jira UE-29618 Test content for AA and materials with tessellation enabled and absolute world position material function. Change 3069148 on 2016/07/28 by Lina.Halper Morphtarget deletion crash #jira: UE-33851 #code review: Roalndo.caloca Change 3069144 on 2016/07/28 by Michael.Trepka Check if UnrealBuildTool.csproj exists before trying to compile it in Mac GenerateProjectFiles.sh. Fixes a problem in binary distribution where the script would show an error (but still succeed) due to missing UnrealBuildTool.csproj #jira UE-31863 Change 3069021 on 2016/07/28 by Dmitry.Rekman Linux: a number of small fixes from pull requests. - Includes PR #1905 (UE-24848) by madsystem (arch installation: changed from clang to clang35) - Includes PR #2120 (UE-27742) by ABeekhub (mono-mvc for opensuse) - Includes PR #2131 (UE-27894) by vityafx (QMake build problem (no c++11 standard)) - Includes PR #2305 (UE-29781) by salamanderrake (MakefileGenerator.cs small changes) - Includes PR #2361 (UE-30452) by salamanderrake (QMakefileProjectGenerator.cs fix for missing Includes paths and removal of duplicates) #tests Generated cmake, qmake, make projects and tested them (using ueprojectdirs and not standalone projects). No tests done for arch/suse changes. #jira UE-24848 #jira UE-27742 #jira UE-27894 #jira UE-29781 #jira UE-30452 (Edigrating CL 3069016 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...) Change 3068867 on 2016/07/28 by Mike.Fricker Mesh Paint: Fixed various bugs - Fixed brush preview not rendered for lasers/mouse when not actively painting (UE-33554) - Fixed 'full press' over actors preventing UI from being clickable (UE-33550) - Fixed brush cursor displayed when hovering over UI (including selection bar/close button) (UE-33551) - Fixed VR transform gizmo getting in the way of everything while painting (it is now hidden while in mesh paint mode) - Fixed not being able to interact with UIs after messing around with mesh paint (UE-33621) #jira UE-33554 #jira UE-33550 #jira UE-33551 #jira UE-33621 Change 3068758 on 2016/07/28 by Mitchell.Wilson Minor update to BP_RakeStuff to solve issue with sand turning black when raking the same spot. #jira UE-33684 Change 3068733 on 2016/07/28 by Ori.Cohen Temp fix to make sure that deferred bodies that add angular impulse do not crash (From Benn.G) #JIRA UE-32630 Change 3068713 on 2016/07/28 by Lina.Halper #Checking in Benn G's fix Fixed crash when adding a section to a zero length montage. Fixed nullptr deref in montage handling code and disabled menu option to add a section when zero length (makes no sense to do that). #jira UE-33633 #code review: Benn.Gallagher Change 3068580 on 2016/07/28 by John.Pollard Disable hot reloading when using single process MP PIE Fixes UE-30516 - Crash in FObjectReplicator::StartReplicating when removing replicated uproperty and hot reloading with two players #jira UE-30516 Change 3068550 on 2016/07/28 by Jurre.deBaare Merge Actors: "Bake Vertex Data" is incorrectly listed underm materials #fix Added another flag and renamed the old one + added tooltips :) This also required some changes to the merge path just to make sure we end up with the correct data #jira UE-31886 Change 3068549 on 2016/07/28 by Jurre.deBaare Merged static meshes stop reaction to the Trace Complex on Move flag. #fix merge physics now defaults to true in the actor merging settings (people assumed the system didn't work and hadn't seen the option) #jira UE-30403 Change 3068548 on 2016/07/28 by Jurre.deBaare Merge Actor tool can no longer merge just materials for an actor #fix removed requirement of more than one static mesh component (left code in to renable later on once we add a bake materials button for actors in the world) #jira UE-32797 Change 3068547 on 2016/07/28 by Jurre.deBaare Make sure the advanced preview scene tab is shown by default #fix Made the tab spawn by default in all possible situations (as part of the existing UI layout) #jira UE-33499 Change 3068546 on 2016/07/28 by Jurre.deBaare Textures created from generating proxy meshes have incorrect compression format on tooltip #fix Required a PostEditChange call for the UTextures to correctly propogate the compression type #jira UE-30365 Change 3068543 on 2016/07/28 by Danny.Bouimad #jira UE-29618 Made useability changes to the Phsyical Animation Profile Map Change 3068407 on 2016/07/28 by Mitchell.Wilson Set delete index variable to 0 on reset in BP_RakeStuff to fix an issue with sand turning black when raking repeatedly in one place #jira UE-33684 Change 3068403 on 2016/07/28 by Ben.Marsh Add warnings and ignore entries in .uprojectdirs files which reference directories outside the root directory. #jira UE-33459 Change 3068358 on 2016/07/28 by Martin.Wilson Set default compression to NoClear as None is not a valid compression #jira UE-31958 Change 3068346 on 2016/07/28 by Benjamin.Hyder Updating TM-ContactShadows to include static meshes #jira UE-29618 Change 3068336 on 2016/07/28 by Martin.Wilson Added a new mode to Montage_Play so that we can choose what value we return (either length of the montage or the play time duration). #jira UE-32101 Change 3068321 on 2016/07/28 by Martin.Wilson Export bone selection widgets so that other modules can use them #Jira UE-30361 Change 3068316 on 2016/07/28 by Martin.Wilson Expose Root Motion Mode #jira UE-14431 Change 3068307 on 2016/07/28 by Benjamin.Hyder Rebuilding lighting in QA-Materials #jira UE-29618 Change 3068299 on 2016/07/28 by Benjamin.Hyder Renaming TM_Noise to TM-Noise #jira UE-29618 Change 3068285 on 2016/07/28 by Martin.Wilson Remove option to clear compression on animation sequences #jira UE-31957 Change 3068282 on 2016/07/28 by Benjamin.Hyder Re-Saving QA-Materials to remove log spam #jira UE-29618 Change 3068271 on 2016/07/28 by Martin.Wilson Add check to highlight recursion issue caused by game code #jira UE-31417 Change 3068259 on 2016/07/28 by Jamie.Dale Fixed UObject churn caused by re-use of a single thumbnail scene for BP and class types #jira UE-31709 Change 3068257 on 2016/07/28 by Jamie.Dale Removed some code that was no longer needed and could cause a crash #jira UE-33342 Change 3068204 on 2016/07/28 by Nick.Darnell Slate - Reverting the SMenuAnchor to a previous version, there was no reason afterall to need to use the last painted window as the host for menus, ended up solving it a lower level by properly supporting the deferral groups on the SVirtualWindow under different conditions. Slate - The hit test grid now properly records the hit test path for the invalidation box, so that when input is recieved, a widget path containing only one instance of the invalidation box is created, premitting things like mouse capture to properly work. UMG - Further refinements and improvements to the Widget Interaction Component. This completes the documentation and a fixes several bugs with it that were found after the integration to main occured. #jira UE-33845 Change 3068197 on 2016/07/28 by Martin.Wilson Fix abstract notify state classes showing up in create menu #jira UE-33864 Fix copy paste notifies introducing cross animation references #jira UE-32801 Change 3068183 on 2016/07/28 by Matthew.Griffin Remove hard coded staging for Crash Reporter and use its receipt instead #jira UE-33800 Change 3068097 on 2016/07/28 by Dmitriy.Dyomin Fixed: Decals don't render on Zenfone 2 (Added proper detection of FP16 render target support) #jira UE-22679 Change 3068074 on 2016/07/28 by Matthew.Griffin Added DDC nodes to list of content/shader modifiers for notifications Change 3068053 on 2016/07/28 by Jack.Porter After resampling or changing landscape component size, delete any new components that are entirely in regions that correspond to previously deleted components #jira UE-5335 Change 3068043 on 2016/07/28 by Jack.Porter Fix crash in mobile preview when selecting objects during shader compilation #jira UE-33862 Change 3068031 on 2016/07/28 by Gareth.Martin Fix hang when changing material which is used on landscape and "LogMaterial: 0.03 seconds spent updating 1 materials, 1 interfaces, 0 instances, 1 with static permutations." log spam #jira UE-33708 Change 3068030 on 2016/07/28 by Gareth.Martin Fix "Max Pitch Angle" and "Random Yaw" foliage options being ignored in procedural foliage. #jira UE-20476 Change 3068029 on 2016/07/28 by Gareth.Martin Fixed landscape "continuous" sculpting not working in multiple viewports - the editor would tick with another viewport which didn't have the mouse down, ending the stroke. Now only the "active" viewport can end the stroke. #jira UE-32347 Change 3068013 on 2016/07/28 by Thomas.Sarkanen Added a tick dependency for slave components Ensures that slave components always get ticked after master components. Prevents potential main thread stall updating morph targets in slave components. #jira UE-23045 - Slave components could benefit from a tick dependency on master components Change 3068011 on 2016/07/28 by Thomas.Sarkanen Added space bar as a shortcut to play/pause animation playback in Persona #jira UE-26788 - Framework - Animation - Add Hotkeys to the Viewport for Play/Pause Change 3068009 on 2016/07/28 by Thomas.Sarkanen Multi-arg console commands now accept string commands with or without quotes Pre-parsed out each token prior to calling ImportText() rather than relying on ImportText's internal logic. This allows us to properly parse out quoted and non-quoted values as well as being robust to escape sequences etc. Removed old legacy code designed to fix trailing string params not being parsed correctly. Updated some NULLs to nullptr. #jira UE-23661 - Multi-arg console commands that take string params don't accept string params without quotation marks Change 3067854 on 2016/07/28 by Dmitriy.Dyomin Fixed: World composition tiles that have child actor inside will become mdified if any other tile is unloaded #jira UE-33440 Change 3067831 on 2016/07/28 by Dmitriy.Dyomin Fixed: Landscape GrassType does not have the option to exclude Decals #jira UE-26669 Change 3067826 on 2016/07/28 by Dmitriy.Dyomin Fixed: Deleting foliage actor from foliage menu does not remove actors from PIE until editor is restarted Also fixed Replace foliage type case #jira UE-32010 Change 3067824 on 2016/07/28 by Dmitriy.Dyomin Fixed: The Empty Level is named "NewWorld" in the World Outliner as opposed to "Untitled" #jira UE-24767 Change 3067794 on 2016/07/27 by Jack.Porter Expose Lighting Channels to Foliage and Landscape Grass #jira UE-32794 Change 3067782 on 2016/07/27 by Jack.Porter Fixed crash on device when playing sounds when packaged using Android_Multi #jira UE-31981 Change 3067760 on 2016/07/27 by Jack.Porter Fixed issue where landscape flatten target grid preview is displayed on wrong landscape when switching landscape target #jira UE-11756 Change 3067748 on 2016/07/27 by Dmitry.Rekman Linux: fix packaged projects not being runnable (UE-33608). - Added a shell script to run the binary. #jira UE-33608 (Edigrating 3067587 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...) Change 3067512 on 2016/07/27 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements (first two items) https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html https://udn.unrealengine.com/questions/302238/how-to-handle-morpheus-disconnection-event.html#answer-303803 https://udn.unrealengine.com/questions/300748/psvr-trc-compliance.html Unshelved from pending changelist '3065760 (UE4/Dev-VR) -Implements HMD connect/disconnect/reconnect handling along the lines of sony sample tutorial_vr/basic_setup. -Known issue: some tracker location popping during reconnect. I will try to fix that next. #jira UEVR-13 #review-3066558 @chad.taylor Change 3067511 on 2016/07/27 by Jeff.Fisher Duplicating 3058093 (UE4/Dev-VR) Linking SceHmdSetupDialog_stub_weak so one can easily use the sceHmdSetup library to pop up the system hmd setup dialog, if one wishes (someone did, we probably will soon). #jira UEVR-13 Change 3067488 on 2016/07/27 by Ori.Cohen Make the UI more clear for which physical animation is currently being editted. #JIRA UE-33332 Change 3067481 on 2016/07/27 by Chris.Babcock AAR support and updating libraries: - Google Play Games native C++ SDK 2.1 - Google Play Services 9.2.0 - android-support-v4.jar 23.0.0 #jira UEPLAT-1251 #jira UE-19190 #ue4 #android Change 3067478 on 2016/07/27 by Ori.Cohen Fix it so renaming of physical animation profiles (and constraint profiles) do not lose previous settings #JIRA UE-33276, UE-33331 Change 3067474 on 2016/07/27 by Ori.Cohen Make it so property index comes in on reset of array value and duplication (From Matt.K) #JIRA UE-33276 Change 3067457 on 2016/07/27 by Ori.Cohen Fix currently highlighted text in physics profiles being copied over when chaing current profile #JIRA UE-33282 Change 3067451 on 2016/07/27 by Ori.Cohen Fix the case where objects welded together (even though they're simulating) do not re-weld when being detached in a long chain #JIRA UE-32531 Change 3067443 on 2016/07/27 by Ori.Cohen Make skeletalMeshComponent a property of physical animation component so things can be setup in the construction script. Mark the component as experimental and only expose valid functions into construction script #JIRA UE-33656 Change 3067439 on 2016/07/27 by Ori.Cohen Added more logging info for potential fixed framerate negative delta time crash #JIRA UE-32219 Change 3067348 on 2016/07/27 by mason.seay Updating map to have hit events test. #jira UE-29618 Change 3067342 on 2016/07/27 by Mitchell.Wilson Updating collision on TwinStickUFO to resolve issue with the ship getting stuck when rotating due to collision being offset slightly #jira UE-15698 Change 3067332 on 2016/07/27 by Dmitry.Rekman Fix for libstdc++ problems (UE-33584). #tests Built UE4Editor/UE4Game on Ubuntu 16.04 and 15.10. #JIRA UE-33584 (Redoing CL 3065551 from Dev-Platform). Change 3067262 on 2016/07/27 by Lina.Halper DUPEFIX: Fix compile issue of non-editor build due to - Reduce functions is not editoronly #tests: PIE/compile editor build/noneditor #jira: UE-33477 Change 3067228 on 2016/07/27 by Lina.Halper This fixes crash where mesh has changed hierarchy but hasn't been remapped yet. #jira: UE-29880 Change 3067168 on 2016/07/27 by Lina.Halper DUPEFIX: Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name. #code review:Martin.Wilson, Benn.Gallagher #tests: cooked test map, run test map, PIE, saving content, loading standalone game #jira: UE-33454 Change 3067162 on 2016/07/27 by Lina.Halper pose asset source animation/animation asset preview pose now have proper skeleton filter #jira: UE-32607 Change 3067160 on 2016/07/27 by Lina.Halper Fix issue with preview curve not working when no asset #jira: UE-33402 Change 3067138 on 2016/07/27 by Lina.Halper DUPEFIX: Fix the guid keep generated by adding to the database. - This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible #jira: UE-33772, UE-33454 #tests: cooked AI_Test map, editor rename curves Change 3067129 on 2016/07/27 by Lina.Halper DUPEFIX- Fix additive issue with remove linear key and built the new animation DDC #tests: Jump_Recovery_Additive, PIE #jira: UE-33477 Change 3067128 on 2016/07/27 by Michael.Trepka Copy of CL 3062046 PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL defines for iOS #jira UE-33683 Change 3067104 on 2016/07/27 by Lina.Halper DUPEFIX: Support different samplerate for reimport with set range #jira: UE-16027 Change 3067093 on 2016/07/27 by Lina.Halper DUPE FIX: Fix baking is applied twice in the new created animation #jira: UE-31120 Change 3067088 on 2016/07/27 by Lina.Halper Fix issues with rename/delete of the curves #jira: UE-33663, UE-33730, UE-33661, UE-33662 Change 3066795 on 2016/07/27 by Mark.Satterthwaite Fix a race-condition in FMetalBlendState's constructor that could lead to crashes or use of the incorrect blend-state. This is a partial fix for UE-33778 which appears to have several causes. #jira UE-33778 Change 3066788 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3066338: Handle releasing an SRV/UAV & the source object within a single Metal command-buffer. #jira UE-33779 Change 3066786 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3064743: Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash. #jira UE-33827 #jira FORT-27685 Change 3066768 on 2016/07/27 by samuel.proctor Updated child blueprint used for profiler testing #jira UE-29618 Change 3066733 on 2016/07/27 by samuel.proctor Refreshed broken node in profiler test asset #jira UE-29618 Change 3066670 on 2016/07/27 by Sam.Deiter #Jira UEDOC-3139 Adding the blending tool tip images. Change 3066669 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3063329: CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions. #jira UE-33600 #jira UE-33028 #jira UE-27879 #jira UE-25802 Change 3066668 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3063327: Added FSpeedTreeWindNullUniformBuffer as a global resource to bind to shaders that require a SpeedTreeData uniform but don't yet have data available as a nil binding is invalid on Metal. #jira UE-32068 Change 3066625 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3062160: Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves. #jira UE-33355 Change 3066624 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3063328: Mac Metal DXT/BC textures can have mip-levels smaller than the block size (they switch to uncompressed data). #jira UE-33820 Change 3066589 on 2016/07/27 by Mark.Satterthwaite Duplicate CL #3060590 to fix UE-33819: Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D. #jira UE-33819 Change 3066588 on 2016/07/27 by Matt.Kuhlenschmidt Fixed Reset to default not updating when selecting new assets #jira UE-33817 Change 3066509 on 2016/07/27 by mason.seay Phys material needed for TM-SliceProcMesh #jira UE-29618 Change 3066500 on 2016/07/27 by mason.seay Rebuilt lighting #jira UE-29618 Change 3066499 on 2016/07/27 by Jurre.deBaare Map build should not generate empty HLOD folder in Editor #fix Asset outer (hlod folder/asset) was created regardless of whether or not it was needed, now checks first :) #jira UE-29564 Change 3066498 on 2016/07/27 by Jurre.deBaare HLOD outliner drag and drop operation can cause log spam #fix Found the log spam was coming from the scene outliner itself, caused by Formatting call receiving incorrect argument names which is now fixed #jira UE-32106 Change 3066485 on 2016/07/27 by Alan.Noon Resubmitting fixes for Puzzle Templates. Rebuilt in 4.13 via UGS #jira UE-30564 Change 3066470 on 2016/07/27 by mason.seay Test map and updating blueprint for slicing proc mesh #jira UE-29618 Change 3066367 on 2016/07/27 by Matthew.Griffin Switch UE4 Binary Release to be the job that runs nightly instead of the Full Build we use in main Change 3066337 on 2016/07/27 by Matthew.Griffin Remaking CL 3066327 by Matthew.Griffin@Matthew.Griffin_G5772_MainStream on 2016-07-27 15:39 Adding ArchiveDir parameter to Fortnite build command as it ignores StagingDir and has been filling up network drive Change 3066158 on 2016/07/27 by Ben.Marsh Reverting assets causing warning, via integration from //UE4/Main. Change 3065651 on 2016/07/26 by Ben.Marsh Remaking CL 3065267 by Alan.Noon@Alan.Noon_Z3739_Main_9938 on 2016/07/26 16:35:14 Updated Puzzle Template (BP and C++) to mimic each other in terms of content, labelling and setup. Change 3065650 on 2016/07/26 by Ben.Marsh Remaking CL 3065358 by James.Brinkerhoff@James.Brinkerhoff_Z2862_Ocean-Staging on 2016/07/26 17:31:04 Hotfix for Ocean from CL 3065311: Fixes the load/apply order when applying customizations to characters in the editor Change 3065649 on 2016/07/26 by Ben.Marsh Remaking CL 3065268 by Max.Chen@Max.Chen_T4664_UE4_Main on 2016/07/26 16:35:18 Sequencer: Revert 3057233 because it breaks sequence recording. Copy from Dev-Sequencer #jira UE-33569 Change 3065308 on 2016/07/26 by Ben.Marsh Fix failure to parse EC settings for 4.13 branch. Change 3065235 on 2016/07/26 by Ben.Marsh Set the IsReleaseBranch flag to true for builds in the Release-4.13 branch. [CL 3079611 by Matthew Griffin in Main branch]
2016-08-05 17:47:48 -04:00
FAdvancedPreviewScene* AdvancedScene = static_cast<FAdvancedPreviewScene*>(PreviewScene);
bHandled |= AdvancedScene->HandleInputKey(InViewport, ControllerId, Key, Event, AmountDepressed, bGamepad);
// Pass keys to standard controls, if we didn't consume input
return (bHandled)
? true
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
: FEditorViewportClient::InputKey(InViewport, ControllerId, Key, Event, AmountDepressed, bGamepad);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3021292) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3016321 on 2016/06/16 by Ori.Cohen Refactor constraint instance so that we can easily swap parameters at runtime using profiles. Change 3016367 on 2016/06/16 by Marc.Audy Strip #lockdown from changelists as well Change 3016380 on 2016/06/16 by Martin.Wilson Fixes for socket copying in Persona (mode to preserve bone attachment & fix for duplicating same socket multiple times) Change 3016396 on 2016/06/16 by Zak.Middleton #ue4 - Fix bad call to RemoveAt() in FFinalPostProcessSettings::UpdateEntry() causing potential infinite loop. #jira UE-32036 Github #2504 Merging using //UE4/Dev-Framework_to_//UE4/Release-4.12 (reversed) Change 3016477 on 2016/06/16 by Marc.Audy Fix initialization order compile warning Actually initialize LastKnownScale Change 3017624 on 2016/06/17 by James.Golding - Remove DestructibleActor.h from Engine.h - Remove SkeletalMesh.h from EnginePrivate.h Change 3017657 on 2016/06/17 by Benn.Gallagher PR #2253: Fix UDestructibleComponent::AddImpulseAtLocation (Contributed by mik14a) #jira UE-29280 Change 3017658 on 2016/06/17 by Benn.Gallagher PR #1840 fixed generating patch with DestructibleMesh assets (Contributed by Pierdek) #jira UE-24231 Change 3017661 on 2016/06/17 by Benn.Gallagher Dynamic space switching for anim dynamics, also exposed a bunch of properties as optional pins. #jira UEFW-163 Change 3017914 on 2016/06/17 by James.Golding - Add WITH_EDITORONLY_DATA around ProgressiveDrawingFraction - Add number of morph targets to SkelMesh asset registry tags Change 3017915 on 2016/06/17 by James.Golding Move util to find debugged node from FAnimationViewportClient to UAnimGraphNode_SkeletalControlBase Change 3017916 on 2016/06/17 by James.Golding Remove unused FMorphTargetMap struct Change 3018038 on 2016/06/17 by Aaron.McLeran UE-32124 Crash when Deleting Concatenator Node while Playing Sound Cue Change 3018048 on 2016/06/17 by Mieszko.Zielinski Made GameplayDebugger's HUD toggling persist over tool toggling #UE4 Change 3018068 on 2016/06/17 by Mieszko.Zielinski Improved navigaiton-related condition in USceneComponent::PostUpdateNavigationData to avoid doing unnecessary work #Orion Thich change also fixes USceneComponent not working in client-side dynamic navmesh generation Change 3018529 on 2016/06/17 by Aaron.McLeran Passing in sendlist on CreateSource for xaudio2 in effort to avoid lag on AMD with CreateSourceVoice As per this thread: https://udn.unrealengine.com/questions/298497/xaudio2-setoutputvoices-lag.html Change 3018907 on 2016/06/18 by James.Golding UE-32004 Add EngineDefines.h to CameraTypes.h for WORLD_MAX Change 3019372 on 2016/06/20 by James.Golding - Initial add of OrientationDriver node - UI for importing poses from PoseAset not yet working - Add FQuat::AngularDistance Change 3019373 on 2016/06/20 by James.Golding PSD test assets Change 3019444 on 2016/06/20 by Jurre.deBaare Added advanced preview scene, this allows specific profiles to be set altering the Persona and Static mesh editor scene Change 3019565 on 2016/06/20 by Lina.Halper #anim : prioritize socket name over bone name #jira : UE-24847 Change 3019712 on 2016/06/20 by Jurre.deBaare Changed the way the advanced preview tab is spawned for Persona (otherwise would cause a crash in anim graph editor) Change 3020010 on 2016/06/20 by Aaron.McLeran Implementing CL 3019996 in Dev-Framework Proper default LPF values to avoid situation when going to area with no reverb volume Change 3020067 on 2016/06/20 by Ori.Cohen Add constraint profiles to physics assets. Change 3020110 on 2016/06/20 by Lina.Halper Github PR: mesh merge crash fix #jira : UE-19569 Change 3020167 on 2016/06/20 by Ori.Cohen Added the ability to add forces and impulses to all bodies in a skeletal mesh component. Refactored iteration of bodies below in skeletal mesh component. Change 3020324 on 2016/06/20 by Ori.Cohen Bring back cone constraint visualization, but with some improvements like colors and free vs locked. Turn on constraint visualization when drawing a skeletal mesh with constraint show flags. Change 3020342 on 2016/06/20 by Ori.Cohen Fix constraint crash when trying to wake up an actor that hasn't been added into the scene yet. #JIRA UE-32248 Change 3020349 on 2016/06/20 by mason.seay Resaving material assets Change 3020400 on 2016/06/20 by Lina.Halper Disable check single influence on LOD check - this doesn't seem to appropriate anymore #code review:Alexis.Matte Change 3020928 on 2016/06/21 by James.Golding - Move PSD test assets out of Developer folder - Add PSD test AnimBP Change 3021000 on 2016/06/21 by Ori.Cohen Remove ensure from body instance customization. This is a legit case where owner becomes stale (bp recompile for example) #JIRA UE-31445 Change 3021017 on 2016/06/21 by Ori.Cohen Help static analysis Change 3021045 on 2016/06/21 by Marc.Audy Fix regression with detachment in AActor::OnRep_AttachmentReplication #jira UE-32276 [CL 3021299 by Marc Audy in Main branch]
2016-06-21 12:37:19 -04:00
bool FAnimationViewportClient::InputAxis(FViewport* InViewport, int32 ControllerId, FKey Key, float Delta, float DeltaTime, int32 NumSamples /*= 1*/, bool bGamepad /*= false*/)
{
bool bResult = true;
if (!bDisableInput)
{
FAdvancedPreviewScene* AdvancedScene = (FAdvancedPreviewScene*)PreviewScene;
bResult = AdvancedScene->HandleViewportInput(InViewport, ControllerId, Key, Delta, DeltaTime, NumSamples, bGamepad);
if (bResult)
{
Invalidate();
}
else
{
bResult = FEditorViewportClient::InputAxis(InViewport, ControllerId, Key, Delta, DeltaTime, NumSamples, bGamepad);
}
}
return bResult;
}
void FAnimationViewportClient::SetLocalAxesMode(ELocalAxesMode::Type AxesMode)
{
ConfigOption->SetDefaultLocalAxesSelection( AxesMode );
}
bool FAnimationViewportClient::IsLocalAxesModeSet( ELocalAxesMode::Type AxesMode ) const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
return (ELocalAxesMode::Type)ConfigOption->DefaultLocalAxesSelection == AxesMode;
}
ELocalAxesMode::Type FAnimationViewportClient::GetLocalAxesMode() const
{
return (ELocalAxesMode::Type)ConfigOption->DefaultLocalAxesSelection;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
void FAnimationViewportClient::SetBoneDrawMode(EBoneDrawMode::Type AxesMode)
{
ConfigOption->SetDefaultBoneDrawSelection(AxesMode);
}
bool FAnimationViewportClient::IsBoneDrawModeSet(EBoneDrawMode::Type AxesMode) const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
return (EBoneDrawMode::Type)ConfigOption->DefaultBoneDrawSelection == AxesMode;
}
EBoneDrawMode::Type FAnimationViewportClient::GetBoneDrawMode() const
{
return (EBoneDrawMode::Type)ConfigOption->DefaultBoneDrawSelection;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
}
void FAnimationViewportClient::DrawBonesFromTransforms(TArray<FTransform>& Transforms, UDebugSkelMeshComponent * MeshComponent, FPrimitiveDrawInterface* PDI, FLinearColor BoneColour, FLinearColor RootBoneColour) const
{
if ( Transforms.Num() > 0 )
{
TArray<FTransform> WorldTransforms;
WorldTransforms.AddUninitialized(Transforms.Num());
TArray<FLinearColor> BoneColours;
BoneColours.AddUninitialized(Transforms.Num());
// we could cache parent bones as we calculate, but right now I'm not worried about perf issue of this
for ( int32 Index=0; Index < MeshComponent->RequiredBones.Num(); ++Index )
{
const int32 BoneIndex = MeshComponent->RequiredBones[Index];
const int32 ParentIndex = MeshComponent->SkeletalMesh->RefSkeleton.GetParentIndex(BoneIndex);
WorldTransforms[BoneIndex] = Transforms[BoneIndex] * MeshComponent->ComponentToWorld;
BoneColours[BoneIndex] = (ParentIndex >= 0) ? BoneColour : RootBoneColour;
}
DrawBones(MeshComponent, MeshComponent->RequiredBones, WorldTransforms, PDI, BoneColours);
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
void FAnimationViewportClient::DrawBonesFromCompactPose(const FCompactHeapPose& Pose, UDebugSkelMeshComponent * MeshComponent, FPrimitiveDrawInterface* PDI, const FLinearColor& DrawColour) const
{
if (Pose.GetNumBones() > 0)
{
TArray<FTransform> WorldTransforms;
WorldTransforms.AddUninitialized(Pose.GetBoneContainer().GetNumBones());
TArray<FLinearColor> BoneColours;
BoneColours.AddUninitialized(Pose.GetBoneContainer().GetNumBones());
// we could cache parent bones as we calculate, but right now I'm not worried about perf issue of this
for (FCompactPoseBoneIndex BoneIndex : Pose.ForEachBoneIndex())
{
FMeshPoseBoneIndex MeshBoneIndex = Pose.GetBoneContainer().MakeMeshPoseIndex(BoneIndex);
int32 ParentIndex = Pose.GetBoneContainer().GetParentBoneIndex(MeshBoneIndex.GetInt());
if (ParentIndex == INDEX_NONE)
{
WorldTransforms[MeshBoneIndex.GetInt()] = Pose[BoneIndex] * MeshComponent->ComponentToWorld;
}
else
{
WorldTransforms[MeshBoneIndex.GetInt()] = Pose[BoneIndex] * WorldTransforms[ParentIndex];
}
BoneColours[MeshBoneIndex.GetInt()] = DrawColour;
}
DrawBones(MeshComponent, MeshComponent->RequiredBones, WorldTransforms, PDI, BoneColours, 1.0f, true);
}
}
void FAnimationViewportClient::DrawMeshBonesUncompressedAnimation(UDebugSkelMeshComponent * MeshComponent, FPrimitiveDrawInterface* PDI) const
{
if ( MeshComponent && MeshComponent->SkeletalMesh )
{
DrawBonesFromTransforms(MeshComponent->UncompressedSpaceBases, MeshComponent, PDI, FColor(255, 127, 39, 255), FColor(255, 127, 39, 255));
}
}
void FAnimationViewportClient::DrawMeshBonesNonRetargetedAnimation(UDebugSkelMeshComponent * MeshComponent, FPrimitiveDrawInterface* PDI) const
{
if ( MeshComponent && MeshComponent->SkeletalMesh )
{
DrawBonesFromTransforms(MeshComponent->NonRetargetedSpaceBases, MeshComponent, PDI, FColor(159, 159, 39, 255), FColor(159, 159, 39, 255));
}
}
void FAnimationViewportClient::DrawMeshBonesAdditiveBasePose(UDebugSkelMeshComponent * MeshComponent, FPrimitiveDrawInterface* PDI) const
{
if ( MeshComponent && MeshComponent->SkeletalMesh )
{
DrawBonesFromTransforms(MeshComponent->AdditiveBasePoses, MeshComponent, PDI, FColor(0, 159, 0, 255), FColor(0, 159, 0, 255));
}
}
void FAnimationViewportClient::DrawMeshBonesSourceRawAnimation(UDebugSkelMeshComponent * MeshComponent, FPrimitiveDrawInterface* PDI) const
{
if(MeshComponent && MeshComponent->SkeletalMesh)
{
DrawBonesFromTransforms(MeshComponent->SourceAnimationPoses, MeshComponent, PDI, FColor(195, 195, 195, 255), FColor(195, 159, 195, 255));
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
void FAnimationViewportClient::DrawWatchedPoses(UDebugSkelMeshComponent * MeshComponent, FPrimitiveDrawInterface* PDI)
{
if (UAnimInstance* AnimInstance = MeshComponent->GetAnimInstance())
{
if (UAnimBlueprintGeneratedClass* AnimBlueprintGeneratedClass = Cast<UAnimBlueprintGeneratedClass>(AnimInstance->GetClass()))
{
if (UAnimBlueprint* Blueprint = Cast<UAnimBlueprint>(AnimBlueprintGeneratedClass->ClassGeneratedBy))
{
if (Blueprint->GetObjectBeingDebugged() == AnimInstance)
{
for (const FAnimNodePoseWatch& AnimNodePoseWatch : AnimBlueprintGeneratedClass->GetAnimBlueprintDebugData().AnimNodePoseWatch)
{
DrawBonesFromCompactPose(*AnimNodePoseWatch.PoseInfo.Get(), MeshComponent, PDI, AnimNodePoseWatch.PoseDrawColour);
}
}
}
}
}
}
void FAnimationViewportClient::DrawMeshBonesBakedAnimation(UDebugSkelMeshComponent * MeshComponent, FPrimitiveDrawInterface* PDI) const
{
if(MeshComponent && MeshComponent->SkeletalMesh)
{
DrawBonesFromTransforms(MeshComponent->BakedAnimationPoses, MeshComponent, PDI, FColor(0, 128, 192, 255), FColor(0, 128, 192, 255));
}
}
void FAnimationViewportClient::DrawMeshBones(USkeletalMeshComponent * MeshComponent, FPrimitiveDrawInterface* PDI) const
{
if ( MeshComponent && MeshComponent->SkeletalMesh )
{
TArray<FTransform> WorldTransforms;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
WorldTransforms.AddUninitialized(MeshComponent->GetNumComponentSpaceTransforms());
TArray<FLinearColor> BoneColours;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
BoneColours.AddUninitialized(MeshComponent->GetNumComponentSpaceTransforms());
TArray<int32> SelectedBones;
if(UDebugSkelMeshComponent* DebugMeshComponent = Cast<UDebugSkelMeshComponent>(MeshComponent))
{
SelectedBones = DebugMeshComponent->BonesOfInterest;
}
// we could cache parent bones as we calculate, but right now I'm not worried about perf issue of this
for ( int32 Index=0; Index<MeshComponent->RequiredBones.Num(); ++Index )
{
const int32 BoneIndex = MeshComponent->RequiredBones[Index];
const int32 ParentIndex = MeshComponent->SkeletalMesh->RefSkeleton.GetParentIndex(BoneIndex);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
WorldTransforms[BoneIndex] = MeshComponent->GetComponentSpaceTransforms()[BoneIndex] * MeshComponent->ComponentToWorld;
if(SelectedBones.Contains(BoneIndex))
{
BoneColours[BoneIndex] = FLinearColor(1.0f, 0.34f, 0.0f, 1.0f);
}
else
{
BoneColours[BoneIndex] = (ParentIndex >= 0) ? FLinearColor::White : FLinearColor::Red;
}
}
DrawBones(MeshComponent, MeshComponent->RequiredBones, WorldTransforms, PDI, BoneColours);
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
void FAnimationViewportClient::DrawBones(const USkeletalMeshComponent* MeshComponent, const TArray<FBoneIndexType> & RequiredBones, const TArray<FTransform> & WorldTransforms, FPrimitiveDrawInterface* PDI, const TArray<FLinearColor>& BoneColours, float LineThickness/*=0.f*/, bool bForceDraw/*=false*/) const
{
check ( MeshComponent && MeshComponent->SkeletalMesh );
TArray<int32> SelectedBones;
if(const UDebugSkelMeshComponent* DebugMeshComponent = Cast<const UDebugSkelMeshComponent>(MeshComponent))
{
SelectedBones = DebugMeshComponent->BonesOfInterest;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3182087 on 2016/11/01 by Lina.Halper PR #2328: fix morph target weight application order. (Contributed by tmiv) - changed order of morphtarget application to be animation and THEN SetMorphTarget - made sure you could clear the weight also if SetMorphTarget to be 0.f #jira: UE-29999 Change 3182090 on 2016/11/01 by Lina.Halper Fix issue where import doesn't display any message when import type hasn't been detected Change 3182123 on 2016/11/01 by Wes.Hunt ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown. Change 3182177 on 2016/11/01 by Lina.Halper Fix not being able to modify Joint Target Location in detail panel #jira: UE-30900 Change 3182181 on 2016/11/01 by Ben.Zeigler Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init Some header cleanup Change 3182876 on 2016/11/02 by Danny.Bouimad Moving files Change 3182912 on 2016/11/02 by Thomas.Sarkanen Added access to the viewport client from IPersonaViewport Allows systems to hook into the state of the client. #jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails Change 3182927 on 2016/11/02 by Thomas.Sarkanen Initially select current asset in the asset family shortcut bar dropdown #jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does Change 3182970 on 2016/11/02 by Lukasz.Furman CIS fix for gameplay debugger copy of CL# 3165005 Change 3183123 on 2016/11/02 by Mieszko.Zielinski Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4 Change 3183310 on 2016/11/02 by Jurre.deBaare Blendspace changes: - Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp - Re-ordered blendspace.h/cpp - const correctness where possible - Removed unused code paths - Wrapped non-runtime code paths in WITH_EDITOR Blendspace editor refactor: - Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp - New Grid Widget class - Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase - SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase) Change 3183344 on 2016/11/02 by James.Golding UEFW-181 : Move PhysX vehicle support to a plugin - Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm) - Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene - TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure - Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs Change 3183351 on 2016/11/02 by Ben.Zeigler Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry Change 3183354 on 2016/11/02 by Ben.Zeigler Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved Change 3183383 on 2016/11/02 by Thomas.Sarkanen Persona camera fixes Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now). Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable. Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it). #jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor Change 3183409 on 2016/11/02 by Jon.Nabozny #rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable. #jira UE-35660 Change 3183625 on 2016/11/02 by James.Golding Hopeful fix for Mac CIS issue in PhysXVehiclesEditor Change 3183652 on 2016/11/02 by Ben.Zeigler Fix issue where commonly replicated tags didn't work if load from ini was turned off. Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted. Change 3183856 on 2016/11/02 by Richard.Hinckley #jira UEDOC-4006 Editing GameMode and GameState documentation (in Framework branch). Change 3183902 on 2016/11/02 by Mieszko.Zielinski Fixed EQS debug drawing not showing item labels #UE4 Proper implementation of CL#3183899 #jira UE-38122 Change 3183996 on 2016/11/02 by Jon.Nabozny Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536. Change 3184129 on 2016/11/02 by Ben.Zeigler #jira UE-38022 Move GameplayAbilities to a plugin. Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default #jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time #jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object Change 3184130 on 2016/11/02 by Ben.Zeigler Internal game fixups for moving gameplayabilities to a plugin Change 3184469 on 2016/11/02 by Ben.Zeigler Change abilities plugin to be more obviously unsupported Change 3184565 on 2016/11/02 by dan.reynolds AEOverview update with HRTF test map Change 3184800 on 2016/11/03 by Thomas.Sarkanen Added "Show Selected and Parents" to bone display options Also fixed mis-named menu section. #jira UE-35375 - Add 'selected bone and parents' option to Persona viewport Change 3184810 on 2016/11/03 by James.Golding Remove WoflPlat PhysX 3.3 and Apex 1.3 files Change 3184817 on 2016/11/03 by Thomas.Sarkanen Added facial animation support Added curve table to sound wave (internal or external). Added UI support for manipulating these. Improved curve table editor. - Editor can now display curves as well as tables. - Sparse keys are now properly supported (where keys are not presnet at some times in some curves). Added curve source interface. Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves. Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played. Added bulk importer plugin. This imports audio & FBX files and builds cuirve data into SoundWave assets. - Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves. - Added new support for importing curves to a curve table. Added preview of audio to Persona. - Added display, filtering and playback of sound waves from the anim sequence browser. - Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!) - Persona now uses an Actor rather than disparate components. - Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly. - Preview scene can now be manipulated by plugins etc. using a delegate when it is created. - Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'. #jira UEFW-7 - Routing Sound Curves to AnimBP #jira UEFW-5 - Support importing curves #jira UE-37950 - Spawn preview actor in animation editor Change 3184837 on 2016/11/03 by James.Golding PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri) #jira UE-37978 Change 3184847 on 2016/11/03 by Thomas.Sarkanen Fixed editor shutdown crash Dont try to save config when UObjects are all gone. Change 3184853 on 2016/11/03 by James.Golding Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead. Change 3184884 on 2016/11/03 by Thomas.Sarkanen Anim Blueprint thread safety is now checked in the compiler Added new metadata keys for classes and functions to describe their thread safety. Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage. Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.). Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc. CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out. #doc Added link to new section of AnimGraph page, which may benefit from images etc. #jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads. Change 3184886 on 2016/11/03 by Thomas.Sarkanen Content fixes for anim BP thread safety warnings Ocean: Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream. Odin: Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead. Fortnite: Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh Change 3184894 on 2016/11/03 by Thomas.Sarkanen Fix Mac CIS Change 3184951 on 2016/11/03 by Thomas.Sarkanen Fix CIS warning on clang platforms Change 3185176 on 2016/11/03 by James.Golding Hopeful fix for building PhysXVehicles plugin for mac Change 3185289 on 2016/11/03 by Alex.Delesky #jira UE-37773 - Updating the Gameplay Tags UI to allow for the following: -Addition of a tag with comments and a specific INI location -An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag -A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references) -Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified -Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array Change 3185331 on 2016/11/03 by Marc.Audy Remove duplicated condition from if Change 3185426 on 2016/11/03 by James.Golding Another attempt at fixing mac builds of PhysXVehicles plugin Change 3185487 on 2016/11/03 by James.Golding - Remove TireType assets from templates/sample, add TireConfigs instead - Make deprecated vehicle vars visible (but not editable), to help converting content - Change icon for PhysX vehicle plugin Change 3185520 on 2016/11/03 by James.Golding Trying yet again to fix Mac CIS! Change 3185542 on 2016/11/03 by Ben.Zeigler #jira UE-34086 Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent #jira UE-35652 Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate Change 3185570 on 2016/11/03 by Marc.Audy Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null. Remove some autos Change 3185749 on 2016/11/03 by dan.reynolds AEOverview test map addition: testing Virtual Voice Change 3185946 on 2016/11/03 by dan.reynolds AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps Change 3185972 on 2016/11/03 by Lina.Halper Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser #jira: UE-31890 #code review: Thomas.Sarkanen Change 3186043 on 2016/11/03 by Alex.Delesky #jira UE-37773 - Fixing some of the gameplay tags UI based on feedback -Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets -Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible -Tags with comments will now display both their name and their comment in tooltips Change 3186207 on 2016/11/03 by Alex.Delesky #jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names Change 3186321 on 2016/11/03 by Dan.Reynolds Removed deprecated test asset (BP_ProceduralSoundWaveTest) Change 3186740 on 2016/11/04 by Thomas.Sarkanen Removed FPersona and supporting classes Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more). #jira UEFW-222 - Remove FPersona Change 3186741 on 2016/11/04 by Thomas.Sarkanen Fix non-unity builds Change 3186755 on 2016/11/04 by Thomas.Sarkanen Prevent adding keys to read-only curves in curve tables Lock off the shift-LMB shortcut to add keys #jira UE-38210 - Crash trying to add a key to a curve table in curve view Change 3186798 on 2016/11/04 by James.Golding UE-37503 - Add FHitResult output to K2_LineTraceComponent Change 3186800 on 2016/11/04 by James.Golding - Remove deprecated collision functions in KismetSystemLibrary - Remove _NEW from collision function names, add redirectors - Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941) Change 3186989 on 2016/11/04 by James.Golding Fix CIS fail in Fortnte Change 3187081 on 2016/11/04 by Wes.Hunt EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125 Change 3187135 on 2016/11/04 by Jurre.deBaare Fix for incorrect framework version in blendspace serialization code. Change 3187682 on 2016/11/04 by Ben.Zeigler #jira UE-38289 Fix crash when replicated tag array is empty Change 3188113 on 2016/11/05 by Mieszko.Zielinski Removed a bunch of deprecated AI module functions #UE4 Cut-off point at v4.10 Change 3188119 on 2016/11/05 by Mieszko.Zielinski Deprecated AI functionality removal fallout fixes #UE4 Change 3188121 on 2016/11/05 by Mieszko.Zielinski PR #2883: Added a Cone EQS Generator (Contributed by orfeasel) Did some massaging on change. #jira UE-37685 Change 3188122 on 2016/11/05 by Mieszko.Zielinski Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4 Change 3188442 on 2016/11/07 by James.Golding Check in trace debug draw test map Change 3188463 on 2016/11/07 by james.cobbett Submitting Pose Snapshot test map and asset Change 3188618 on 2016/11/07 by Thomas.Sarkanen Expanded pose snapshot system Allows poses to be stored in variables. Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT. Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin. Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more. #jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with) Change 3188619 on 2016/11/07 by Thomas.Sarkanen Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h Change 3188642 on 2016/11/07 by Thomas.Sarkanen Added new test for pose variables Change 3188716 on 2016/11/07 by Ben.Zeigler #jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file Change 3189020 on 2016/11/07 by dan.reynolds Added a test map for Audio Volume Ambient Zone test for Play Sound at Location AVOverviewAZPlaySoundAtLocation Change 3189188 on 2016/11/07 by Jon.Nabozny Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp. #jira UE-36607 Change 3189199 on 2016/11/07 by Jon.Nabozny Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design. #jira UE-33038 Change 3189271 on 2016/11/07 by Aaron.McLeran UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module - Fixups for removals - Several bug fixes for sound classes Change 3189450 on 2016/11/07 by Aaron.McLeran Fixes for facial animation playback progress - Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms. - Allowing platforms to override to get a "sample accurate" playback time for platforms that are able. Change 3189507 on 2016/11/07 by Wes.Hunt * Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820 * Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it. * Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802 * Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811 * Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes. * Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808 * Removed GetUniqueDeviceId code from LauncherInstaller. * Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event. * Removed DeviceID from SessionStart analytics event. #FYI: justin.sargent, Chris.Wood, Wes.Fudala * Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers. * Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing. * Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it. Change 3190032 on 2016/11/08 by Wes.Hunt Fix a few places I forgot to deprecate regarding GetMacAddress. Change 3190107 on 2016/11/08 by Wes.Hunt Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way. Change 3190326 on 2016/11/08 by Aaron.McLeran Fixing CIS build warning Change 3190495 on 2016/11/08 by Jon.Nabozny Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent. #jira UE-37512 Change 3190566 on 2016/11/08 by Martin.Wilson Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons) #jira UE-27323 Change 3190631 on 2016/11/08 by Martin.Wilson Fix notify validation not triggering when using set time/set frame context menu options #jira UE-37857 Change 3190666 on 2016/11/08 by Martin.Wilson Add info about anim instance to additive warning #jira UE-35930 Change 3191290 on 2016/11/09 by Thomas.Sarkanen Fix skeleton tree selection disappearing when filtering changes Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework) Split SSkeletonTree into multiple files Items now derive from the common base class ISkeletonTreeItem. New skeleton tree item RTTI added modlled on the drag/drop RTTI. Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come). Item selection is now preserved on filter change. Filtering now (optionally) keeps the hierarchy in place. #jira UE-31017 - Skeleton Selection is Lost When Changing Filters Change 3191325 on 2016/11/09 by Thomas.Sarkanen Fix clang CIS Change 3191344 on 2016/11/09 by Thomas.Sarkanen More clang CIS fixes Change 3191345 on 2016/11/09 by Thomas.Sarkanen CIS fix: Missed another enum fwd declaration Change 3191374 on 2016/11/09 by Thomas.Sarkanen Remove 4.11 deprecated functions from animation systems Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways). #jira UE-35748 - Clean up 4.11 Deprecated functions Change 3191375 on 2016/11/09 by Thomas.Sarkanen Fixup Orion hero instance after deprecation Change 3191739 on 2016/11/09 by Marc.Audy PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor. Change 3191827 on 2016/11/09 by Marc.Audy Raw Input plugin allowing support of steering wheels and flightsticks #jira UEFW-237 Change 3191828 on 2016/11/09 by Ben.Zeigler #jira UE-38384 Comment cleanup for gameplay tag library Change 3191889 on 2016/11/09 by Ben.Zeigler #jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control If a settings file does not yet exist on disk, also try adding to source control after writing it Change 3191911 on 2016/11/09 by Marc.Audy Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game. #jira UEFW-237 Change 3191915 on 2016/11/09 by Marc.Audy Provide useful tooltips for raw input setting properties #jira UEFW-237 Change 3192039 on 2016/11/09 by dan.reynolds AEOverview Update - Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap - Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes Change 3192059 on 2016/11/09 by Martin.Wilson Fix montage thumbnail rendering with ref pose #jira UE-35578 Change 3192065 on 2016/11/09 by Martin.Wilson Widen bone reference widget to give a better view of the name and added full name to tooltip #jira UE-36264 Change 3192217 on 2016/11/09 by Martin.Wilson Auto selected current bone when opening bone reference tree #Jira UE-36264 Change 3192332 on 2016/11/09 by Marc.Audy Fix RawInput compiling when WITH_EDITOR is false #jira UE-38433 Change 3193061 on 2016/11/10 by Thomas.Sarkanen Marked facial animation plugin & component as experimental/beta Change 3193072 on 2016/11/10 by Martin.Wilson Correct reference skeleton fix up order Change 3193112 on 2016/11/10 by Danny.Bouimad Pesudo hair asset usintphat for testing Change 3193243 on 2016/11/10 by Martin.Wilson Fix removal of USkeleton bone tree entries #Jira UE-37363 Change 3193249 on 2016/11/10 by Marc.Audy Raw input compile fixes: Fix additional not with_editor compile issues Fix static analysis warnings #jira UE-38433 Change 3193558 on 2016/11/10 by Martin.Wilson Move "Number of Curves" label creation to attribute so that it updates dynamically #jira UE-26767 Change 3193664 on 2016/11/10 by Marc.Audy PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing) #jira UE-38436 Change 3193719 on 2016/11/10 by Lukasz.Furman fixed vertical jitter in replicated NavWalking movement #jira UE-33260 Change 3193802 on 2016/11/10 by Marc.Audy Remove some autos, fix NULL to nullptr, call GetWorld just once Change 3193809 on 2016/11/10 by Marc.Audy Fix Mac CIS compile error #jira UE-38501 Change 3194053 on 2016/11/10 by Aaron.McLeran Fixed crash on shutdown when using audio mixer - Switching audio mixer to use a runnable thread rather than async tasks - Fixed issue where audio buffers weren't taking ownership of wave data Change 3194057 on 2016/11/10 by Aaron.McLeran Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files. - Added support for 8 channel source files. Change 3194070 on 2016/11/10 by Aaron.McLeran Fixing stupid compile error Change 3194779 on 2016/11/11 by Jon.Nabozny Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume. Missed the '=true' portion. Change 3194967 on 2016/11/11 by Mieszko.Zielinski PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher) #jira UE-38443 #jira UE-30906 Change 3195741 on 2016/11/11 by Ben.Zeigler #UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures Change 3196655 on 2016/11/14 by Marc.Audy Remove pointless remove/adds from Odin DefaultEngine.ini. This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to #jira UE-38562 Change 3196678 on 2016/11/14 by Lukasz.Furman pass on gameplay debugger's EQS category copy of CL# 3195071, 3195152, 3196617 with local fixes Change 3196700 on 2016/11/14 by Ben.Zeigler #jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows Change 3196719 on 2016/11/14 by Thomas.Sarkanen Added extra output to anim BP compiler when a blueprint function call is used This allows us to give more info to users when unsafe things (like blueprint functions) are used. Change 3196799 on 2016/11/14 by Jurre.deBaare Fix for blendspace tooltip crash #fix Check before dereferencing animation ptr on samples :) Change 3196971 on 2016/11/14 by Lukasz.Furman replaced hardcoded value for pathfollowing's focal point distance with a parameter #ue4 Change 3196994 on 2016/11/14 by Marc.Audy Slightly improve performance of boolean check Change 3197768 on 2016/11/14 by dan.reynolds AEOverview Stage 2 WIP - Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.) - Added Categorization menu to Main staging map to help sorting maps by category - Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically. Change 3197782 on 2016/11/14 by dan.reynolds AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP Change 3197801 on 2016/11/14 by dan.reynolds AEOverviewMain Stage 2 WIP: - Added Select All Buttom to select all loaded menu items Change 3197988 on 2016/11/15 by Thomas.Sarkanen Add the ability to use incompatible meshes with snapshots We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh. No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads. #jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies Change 3198062 on 2016/11/15 by Thomas.Sarkanen Disabled threaded update on various anim blueprints to remove cook warnings #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198071 on 2016/11/15 by Thomas.Sarkanen Fix default values not being available to change post anim BP compilation Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it). #jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected Change 3198082 on 2016/11/15 by Jurre.deBaare CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes #fix UI and ClampMin to 1 #jira UE-38587 Change 3198138 on 2016/11/15 by Thomas.Sarkanen Expose montage functions to Blueprint Made sure to flag appropriate functions as not thread safe. Also const-corrected a few functions that should be. Github #2918: Blueprint Callable Montage Set/Get Position #jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position Change 3198141 on 2016/11/15 by Jurre.deBaare Crash from generated Merged Actor with no created lightmap UV #fix Always flag UV channel 0 to be occupied #jira UE-38520 Change 3198420 on 2016/11/15 by Thomas.Sarkanen Move thread-safety check flags to the UAnimBlueprint Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load. Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues. #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198485 on 2016/11/15 by Thomas.Sarkanen Properly fix compile-on-load/cook warnings about anim blueprint thread safety Content only re-save. #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198622 on 2016/11/15 by Ben.Zeigler #jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature [CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
if(GetBoneDrawMode() == EBoneDrawMode::SelectedAndParents)
{
int32 BoneIndex = GetAnimPreviewScene()->GetSelectedBoneIndex();
while (BoneIndex != INDEX_NONE)
{
int32 ParentIndex = DebugMeshComponent->SkeletalMesh->RefSkeleton.GetParentIndex(BoneIndex);
if (ParentIndex != INDEX_NONE)
{
SelectedBones.AddUnique(ParentIndex);
}
BoneIndex = ParentIndex;
}
}
// we could cache parent bones as we calculate, but right now I'm not worried about perf issue of this
for ( int32 Index=0; Index<RequiredBones.Num(); ++Index )
{
const int32 BoneIndex = RequiredBones[Index];
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
if (bForceDraw ||
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
(GetBoneDrawMode() == EBoneDrawMode::All) ||
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3182087 on 2016/11/01 by Lina.Halper PR #2328: fix morph target weight application order. (Contributed by tmiv) - changed order of morphtarget application to be animation and THEN SetMorphTarget - made sure you could clear the weight also if SetMorphTarget to be 0.f #jira: UE-29999 Change 3182090 on 2016/11/01 by Lina.Halper Fix issue where import doesn't display any message when import type hasn't been detected Change 3182123 on 2016/11/01 by Wes.Hunt ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown. Change 3182177 on 2016/11/01 by Lina.Halper Fix not being able to modify Joint Target Location in detail panel #jira: UE-30900 Change 3182181 on 2016/11/01 by Ben.Zeigler Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init Some header cleanup Change 3182876 on 2016/11/02 by Danny.Bouimad Moving files Change 3182912 on 2016/11/02 by Thomas.Sarkanen Added access to the viewport client from IPersonaViewport Allows systems to hook into the state of the client. #jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails Change 3182927 on 2016/11/02 by Thomas.Sarkanen Initially select current asset in the asset family shortcut bar dropdown #jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does Change 3182970 on 2016/11/02 by Lukasz.Furman CIS fix for gameplay debugger copy of CL# 3165005 Change 3183123 on 2016/11/02 by Mieszko.Zielinski Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4 Change 3183310 on 2016/11/02 by Jurre.deBaare Blendspace changes: - Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp - Re-ordered blendspace.h/cpp - const correctness where possible - Removed unused code paths - Wrapped non-runtime code paths in WITH_EDITOR Blendspace editor refactor: - Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp - New Grid Widget class - Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase - SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase) Change 3183344 on 2016/11/02 by James.Golding UEFW-181 : Move PhysX vehicle support to a plugin - Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm) - Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene - TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure - Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs Change 3183351 on 2016/11/02 by Ben.Zeigler Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry Change 3183354 on 2016/11/02 by Ben.Zeigler Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved Change 3183383 on 2016/11/02 by Thomas.Sarkanen Persona camera fixes Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now). Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable. Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it). #jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor Change 3183409 on 2016/11/02 by Jon.Nabozny #rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable. #jira UE-35660 Change 3183625 on 2016/11/02 by James.Golding Hopeful fix for Mac CIS issue in PhysXVehiclesEditor Change 3183652 on 2016/11/02 by Ben.Zeigler Fix issue where commonly replicated tags didn't work if load from ini was turned off. Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted. Change 3183856 on 2016/11/02 by Richard.Hinckley #jira UEDOC-4006 Editing GameMode and GameState documentation (in Framework branch). Change 3183902 on 2016/11/02 by Mieszko.Zielinski Fixed EQS debug drawing not showing item labels #UE4 Proper implementation of CL#3183899 #jira UE-38122 Change 3183996 on 2016/11/02 by Jon.Nabozny Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536. Change 3184129 on 2016/11/02 by Ben.Zeigler #jira UE-38022 Move GameplayAbilities to a plugin. Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default #jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time #jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object Change 3184130 on 2016/11/02 by Ben.Zeigler Internal game fixups for moving gameplayabilities to a plugin Change 3184469 on 2016/11/02 by Ben.Zeigler Change abilities plugin to be more obviously unsupported Change 3184565 on 2016/11/02 by dan.reynolds AEOverview update with HRTF test map Change 3184800 on 2016/11/03 by Thomas.Sarkanen Added "Show Selected and Parents" to bone display options Also fixed mis-named menu section. #jira UE-35375 - Add 'selected bone and parents' option to Persona viewport Change 3184810 on 2016/11/03 by James.Golding Remove WoflPlat PhysX 3.3 and Apex 1.3 files Change 3184817 on 2016/11/03 by Thomas.Sarkanen Added facial animation support Added curve table to sound wave (internal or external). Added UI support for manipulating these. Improved curve table editor. - Editor can now display curves as well as tables. - Sparse keys are now properly supported (where keys are not presnet at some times in some curves). Added curve source interface. Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves. Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played. Added bulk importer plugin. This imports audio & FBX files and builds cuirve data into SoundWave assets. - Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves. - Added new support for importing curves to a curve table. Added preview of audio to Persona. - Added display, filtering and playback of sound waves from the anim sequence browser. - Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!) - Persona now uses an Actor rather than disparate components. - Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly. - Preview scene can now be manipulated by plugins etc. using a delegate when it is created. - Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'. #jira UEFW-7 - Routing Sound Curves to AnimBP #jira UEFW-5 - Support importing curves #jira UE-37950 - Spawn preview actor in animation editor Change 3184837 on 2016/11/03 by James.Golding PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri) #jira UE-37978 Change 3184847 on 2016/11/03 by Thomas.Sarkanen Fixed editor shutdown crash Dont try to save config when UObjects are all gone. Change 3184853 on 2016/11/03 by James.Golding Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead. Change 3184884 on 2016/11/03 by Thomas.Sarkanen Anim Blueprint thread safety is now checked in the compiler Added new metadata keys for classes and functions to describe their thread safety. Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage. Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.). Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc. CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out. #doc Added link to new section of AnimGraph page, which may benefit from images etc. #jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads. Change 3184886 on 2016/11/03 by Thomas.Sarkanen Content fixes for anim BP thread safety warnings Ocean: Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream. Odin: Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead. Fortnite: Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh Change 3184894 on 2016/11/03 by Thomas.Sarkanen Fix Mac CIS Change 3184951 on 2016/11/03 by Thomas.Sarkanen Fix CIS warning on clang platforms Change 3185176 on 2016/11/03 by James.Golding Hopeful fix for building PhysXVehicles plugin for mac Change 3185289 on 2016/11/03 by Alex.Delesky #jira UE-37773 - Updating the Gameplay Tags UI to allow for the following: -Addition of a tag with comments and a specific INI location -An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag -A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references) -Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified -Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array Change 3185331 on 2016/11/03 by Marc.Audy Remove duplicated condition from if Change 3185426 on 2016/11/03 by James.Golding Another attempt at fixing mac builds of PhysXVehicles plugin Change 3185487 on 2016/11/03 by James.Golding - Remove TireType assets from templates/sample, add TireConfigs instead - Make deprecated vehicle vars visible (but not editable), to help converting content - Change icon for PhysX vehicle plugin Change 3185520 on 2016/11/03 by James.Golding Trying yet again to fix Mac CIS! Change 3185542 on 2016/11/03 by Ben.Zeigler #jira UE-34086 Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent #jira UE-35652 Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate Change 3185570 on 2016/11/03 by Marc.Audy Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null. Remove some autos Change 3185749 on 2016/11/03 by dan.reynolds AEOverview test map addition: testing Virtual Voice Change 3185946 on 2016/11/03 by dan.reynolds AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps Change 3185972 on 2016/11/03 by Lina.Halper Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser #jira: UE-31890 #code review: Thomas.Sarkanen Change 3186043 on 2016/11/03 by Alex.Delesky #jira UE-37773 - Fixing some of the gameplay tags UI based on feedback -Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets -Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible -Tags with comments will now display both their name and their comment in tooltips Change 3186207 on 2016/11/03 by Alex.Delesky #jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names Change 3186321 on 2016/11/03 by Dan.Reynolds Removed deprecated test asset (BP_ProceduralSoundWaveTest) Change 3186740 on 2016/11/04 by Thomas.Sarkanen Removed FPersona and supporting classes Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more). #jira UEFW-222 - Remove FPersona Change 3186741 on 2016/11/04 by Thomas.Sarkanen Fix non-unity builds Change 3186755 on 2016/11/04 by Thomas.Sarkanen Prevent adding keys to read-only curves in curve tables Lock off the shift-LMB shortcut to add keys #jira UE-38210 - Crash trying to add a key to a curve table in curve view Change 3186798 on 2016/11/04 by James.Golding UE-37503 - Add FHitResult output to K2_LineTraceComponent Change 3186800 on 2016/11/04 by James.Golding - Remove deprecated collision functions in KismetSystemLibrary - Remove _NEW from collision function names, add redirectors - Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941) Change 3186989 on 2016/11/04 by James.Golding Fix CIS fail in Fortnte Change 3187081 on 2016/11/04 by Wes.Hunt EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125 Change 3187135 on 2016/11/04 by Jurre.deBaare Fix for incorrect framework version in blendspace serialization code. Change 3187682 on 2016/11/04 by Ben.Zeigler #jira UE-38289 Fix crash when replicated tag array is empty Change 3188113 on 2016/11/05 by Mieszko.Zielinski Removed a bunch of deprecated AI module functions #UE4 Cut-off point at v4.10 Change 3188119 on 2016/11/05 by Mieszko.Zielinski Deprecated AI functionality removal fallout fixes #UE4 Change 3188121 on 2016/11/05 by Mieszko.Zielinski PR #2883: Added a Cone EQS Generator (Contributed by orfeasel) Did some massaging on change. #jira UE-37685 Change 3188122 on 2016/11/05 by Mieszko.Zielinski Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4 Change 3188442 on 2016/11/07 by James.Golding Check in trace debug draw test map Change 3188463 on 2016/11/07 by james.cobbett Submitting Pose Snapshot test map and asset Change 3188618 on 2016/11/07 by Thomas.Sarkanen Expanded pose snapshot system Allows poses to be stored in variables. Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT. Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin. Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more. #jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with) Change 3188619 on 2016/11/07 by Thomas.Sarkanen Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h Change 3188642 on 2016/11/07 by Thomas.Sarkanen Added new test for pose variables Change 3188716 on 2016/11/07 by Ben.Zeigler #jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file Change 3189020 on 2016/11/07 by dan.reynolds Added a test map for Audio Volume Ambient Zone test for Play Sound at Location AVOverviewAZPlaySoundAtLocation Change 3189188 on 2016/11/07 by Jon.Nabozny Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp. #jira UE-36607 Change 3189199 on 2016/11/07 by Jon.Nabozny Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design. #jira UE-33038 Change 3189271 on 2016/11/07 by Aaron.McLeran UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module - Fixups for removals - Several bug fixes for sound classes Change 3189450 on 2016/11/07 by Aaron.McLeran Fixes for facial animation playback progress - Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms. - Allowing platforms to override to get a "sample accurate" playback time for platforms that are able. Change 3189507 on 2016/11/07 by Wes.Hunt * Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820 * Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it. * Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802 * Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811 * Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes. * Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808 * Removed GetUniqueDeviceId code from LauncherInstaller. * Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event. * Removed DeviceID from SessionStart analytics event. #FYI: justin.sargent, Chris.Wood, Wes.Fudala * Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers. * Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing. * Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it. Change 3190032 on 2016/11/08 by Wes.Hunt Fix a few places I forgot to deprecate regarding GetMacAddress. Change 3190107 on 2016/11/08 by Wes.Hunt Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way. Change 3190326 on 2016/11/08 by Aaron.McLeran Fixing CIS build warning Change 3190495 on 2016/11/08 by Jon.Nabozny Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent. #jira UE-37512 Change 3190566 on 2016/11/08 by Martin.Wilson Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons) #jira UE-27323 Change 3190631 on 2016/11/08 by Martin.Wilson Fix notify validation not triggering when using set time/set frame context menu options #jira UE-37857 Change 3190666 on 2016/11/08 by Martin.Wilson Add info about anim instance to additive warning #jira UE-35930 Change 3191290 on 2016/11/09 by Thomas.Sarkanen Fix skeleton tree selection disappearing when filtering changes Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework) Split SSkeletonTree into multiple files Items now derive from the common base class ISkeletonTreeItem. New skeleton tree item RTTI added modlled on the drag/drop RTTI. Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come). Item selection is now preserved on filter change. Filtering now (optionally) keeps the hierarchy in place. #jira UE-31017 - Skeleton Selection is Lost When Changing Filters Change 3191325 on 2016/11/09 by Thomas.Sarkanen Fix clang CIS Change 3191344 on 2016/11/09 by Thomas.Sarkanen More clang CIS fixes Change 3191345 on 2016/11/09 by Thomas.Sarkanen CIS fix: Missed another enum fwd declaration Change 3191374 on 2016/11/09 by Thomas.Sarkanen Remove 4.11 deprecated functions from animation systems Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways). #jira UE-35748 - Clean up 4.11 Deprecated functions Change 3191375 on 2016/11/09 by Thomas.Sarkanen Fixup Orion hero instance after deprecation Change 3191739 on 2016/11/09 by Marc.Audy PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor. Change 3191827 on 2016/11/09 by Marc.Audy Raw Input plugin allowing support of steering wheels and flightsticks #jira UEFW-237 Change 3191828 on 2016/11/09 by Ben.Zeigler #jira UE-38384 Comment cleanup for gameplay tag library Change 3191889 on 2016/11/09 by Ben.Zeigler #jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control If a settings file does not yet exist on disk, also try adding to source control after writing it Change 3191911 on 2016/11/09 by Marc.Audy Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game. #jira UEFW-237 Change 3191915 on 2016/11/09 by Marc.Audy Provide useful tooltips for raw input setting properties #jira UEFW-237 Change 3192039 on 2016/11/09 by dan.reynolds AEOverview Update - Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap - Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes Change 3192059 on 2016/11/09 by Martin.Wilson Fix montage thumbnail rendering with ref pose #jira UE-35578 Change 3192065 on 2016/11/09 by Martin.Wilson Widen bone reference widget to give a better view of the name and added full name to tooltip #jira UE-36264 Change 3192217 on 2016/11/09 by Martin.Wilson Auto selected current bone when opening bone reference tree #Jira UE-36264 Change 3192332 on 2016/11/09 by Marc.Audy Fix RawInput compiling when WITH_EDITOR is false #jira UE-38433 Change 3193061 on 2016/11/10 by Thomas.Sarkanen Marked facial animation plugin & component as experimental/beta Change 3193072 on 2016/11/10 by Martin.Wilson Correct reference skeleton fix up order Change 3193112 on 2016/11/10 by Danny.Bouimad Pesudo hair asset usintphat for testing Change 3193243 on 2016/11/10 by Martin.Wilson Fix removal of USkeleton bone tree entries #Jira UE-37363 Change 3193249 on 2016/11/10 by Marc.Audy Raw input compile fixes: Fix additional not with_editor compile issues Fix static analysis warnings #jira UE-38433 Change 3193558 on 2016/11/10 by Martin.Wilson Move "Number of Curves" label creation to attribute so that it updates dynamically #jira UE-26767 Change 3193664 on 2016/11/10 by Marc.Audy PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing) #jira UE-38436 Change 3193719 on 2016/11/10 by Lukasz.Furman fixed vertical jitter in replicated NavWalking movement #jira UE-33260 Change 3193802 on 2016/11/10 by Marc.Audy Remove some autos, fix NULL to nullptr, call GetWorld just once Change 3193809 on 2016/11/10 by Marc.Audy Fix Mac CIS compile error #jira UE-38501 Change 3194053 on 2016/11/10 by Aaron.McLeran Fixed crash on shutdown when using audio mixer - Switching audio mixer to use a runnable thread rather than async tasks - Fixed issue where audio buffers weren't taking ownership of wave data Change 3194057 on 2016/11/10 by Aaron.McLeran Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files. - Added support for 8 channel source files. Change 3194070 on 2016/11/10 by Aaron.McLeran Fixing stupid compile error Change 3194779 on 2016/11/11 by Jon.Nabozny Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume. Missed the '=true' portion. Change 3194967 on 2016/11/11 by Mieszko.Zielinski PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher) #jira UE-38443 #jira UE-30906 Change 3195741 on 2016/11/11 by Ben.Zeigler #UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures Change 3196655 on 2016/11/14 by Marc.Audy Remove pointless remove/adds from Odin DefaultEngine.ini. This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to #jira UE-38562 Change 3196678 on 2016/11/14 by Lukasz.Furman pass on gameplay debugger's EQS category copy of CL# 3195071, 3195152, 3196617 with local fixes Change 3196700 on 2016/11/14 by Ben.Zeigler #jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows Change 3196719 on 2016/11/14 by Thomas.Sarkanen Added extra output to anim BP compiler when a blueprint function call is used This allows us to give more info to users when unsafe things (like blueprint functions) are used. Change 3196799 on 2016/11/14 by Jurre.deBaare Fix for blendspace tooltip crash #fix Check before dereferencing animation ptr on samples :) Change 3196971 on 2016/11/14 by Lukasz.Furman replaced hardcoded value for pathfollowing's focal point distance with a parameter #ue4 Change 3196994 on 2016/11/14 by Marc.Audy Slightly improve performance of boolean check Change 3197768 on 2016/11/14 by dan.reynolds AEOverview Stage 2 WIP - Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.) - Added Categorization menu to Main staging map to help sorting maps by category - Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically. Change 3197782 on 2016/11/14 by dan.reynolds AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP Change 3197801 on 2016/11/14 by dan.reynolds AEOverviewMain Stage 2 WIP: - Added Select All Buttom to select all loaded menu items Change 3197988 on 2016/11/15 by Thomas.Sarkanen Add the ability to use incompatible meshes with snapshots We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh. No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads. #jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies Change 3198062 on 2016/11/15 by Thomas.Sarkanen Disabled threaded update on various anim blueprints to remove cook warnings #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198071 on 2016/11/15 by Thomas.Sarkanen Fix default values not being available to change post anim BP compilation Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it). #jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected Change 3198082 on 2016/11/15 by Jurre.deBaare CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes #fix UI and ClampMin to 1 #jira UE-38587 Change 3198138 on 2016/11/15 by Thomas.Sarkanen Expose montage functions to Blueprint Made sure to flag appropriate functions as not thread safe. Also const-corrected a few functions that should be. Github #2918: Blueprint Callable Montage Set/Get Position #jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position Change 3198141 on 2016/11/15 by Jurre.deBaare Crash from generated Merged Actor with no created lightmap UV #fix Always flag UV channel 0 to be occupied #jira UE-38520 Change 3198420 on 2016/11/15 by Thomas.Sarkanen Move thread-safety check flags to the UAnimBlueprint Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load. Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues. #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198485 on 2016/11/15 by Thomas.Sarkanen Properly fix compile-on-load/cook warnings about anim blueprint thread safety Content only re-save. #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198622 on 2016/11/15 by Ben.Zeigler #jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature [CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
((GetBoneDrawMode() == EBoneDrawMode::Selected || GetBoneDrawMode() == EBoneDrawMode::SelectedAndParents) && SelectedBones.Contains(BoneIndex) )
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
)
{
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
const int32 ParentIndex = MeshComponent->SkeletalMesh->RefSkeleton.GetParentIndex(BoneIndex);
FVector Start, End;
FLinearColor LineColor = BoneColours[BoneIndex];
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
if (ParentIndex >= 0)
{
Start = WorldTransforms[ParentIndex].GetLocation();
End = WorldTransforms[BoneIndex].GetLocation();
}
else
{
Start = FVector::ZeroVector;
End = WorldTransforms[BoneIndex].GetLocation();
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
static const float SphereRadius = 1.0f;
TArray<FVector> Verts;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
//Calc cone size
FVector EndToStart = (Start - End);
float ConeLength = EndToStart.Size();
float Angle = FMath::RadiansToDegrees(FMath::Atan(SphereRadius / ConeLength));
//Render Sphere for bone end point and a cone between it and its parent.
PDI->SetHitProxy(new HPersonaBoneProxy(MeshComponent->SkeletalMesh->RefSkeleton.GetBoneName(BoneIndex)));
DrawWireSphere(PDI, End, LineColor, SphereRadius, 10, SDPG_Foreground);
DrawWireCone(PDI, Verts, FRotationMatrix::MakeFromX(EndToStart)*FTranslationMatrix(End), ConeLength, Angle, 4, LineColor, SDPG_Foreground);
PDI->SetHitProxy(NULL);
// draw gizmo
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if ((GetLocalAxesMode() == ELocalAxesMode::All) ||
((GetLocalAxesMode() == ELocalAxesMode::Selected) && SelectedBones.Contains(BoneIndex))
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
)
{
RenderGizmo(WorldTransforms[BoneIndex], PDI);
}
}
}
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
void FAnimationViewportClient::RenderGizmo(const FTransform& Transform, FPrimitiveDrawInterface* PDI)
{
// Display colored coordinate system axes for this joint.
const float AxisLength = 3.75f;
const float LineThickness = 0.3f;
const FVector Origin = Transform.GetLocation();
// Red = X
FVector XAxis = Transform.TransformVector( FVector(1.0f,0.0f,0.0f) );
XAxis.Normalize();
PDI->DrawLine( Origin, Origin + XAxis * AxisLength, FColor( 255, 80, 80),SDPG_Foreground, LineThickness);
// Green = Y
FVector YAxis = Transform.TransformVector( FVector(0.0f,1.0f,0.0f) );
YAxis.Normalize();
PDI->DrawLine( Origin, Origin + YAxis * AxisLength, FColor( 80, 255, 80),SDPG_Foreground, LineThickness);
// Blue = Z
FVector ZAxis = Transform.TransformVector( FVector(0.0f,0.0f,1.0f) );
ZAxis.Normalize();
PDI->DrawLine( Origin, Origin + ZAxis * AxisLength, FColor( 80, 80, 255),SDPG_Foreground, LineThickness);
}
void FAnimationViewportClient::DrawMeshSubsetBones(const USkeletalMeshComponent* MeshComponent, const TArray<int32>& BonesOfInterest, FPrimitiveDrawInterface* PDI) const
{
// this BonesOfInterest has to be in MeshComponent base, not Skeleton
if ( MeshComponent && MeshComponent->SkeletalMesh && BonesOfInterest.Num() > 0 )
{
TArray<FTransform> WorldTransforms;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
WorldTransforms.AddUninitialized(MeshComponent->GetNumComponentSpaceTransforms());
TArray<FLinearColor> BoneColours;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
BoneColours.AddUninitialized(MeshComponent->GetNumComponentSpaceTransforms());
TArray<FBoneIndexType> RequiredBones;
const FReferenceSkeleton& RefSkeleton = MeshComponent->SkeletalMesh->RefSkeleton;
static const FName SelectionColorName("SelectionColor");
const FSlateColor SelectionColor = FEditorStyle::GetSlateColor(SelectionColorName);
const FLinearColor LinearSelectionColor( SelectionColor.IsColorSpecified() ? SelectionColor.GetSpecifiedColor() : FLinearColor::White );
// we could cache parent bones as we calculate, but right now I'm not worried about perf issue of this
for ( auto Iter = MeshComponent->RequiredBones.CreateConstIterator(); Iter; ++Iter)
{
const int32 BoneIndex = *Iter;
bool bDrawBone = false;
const int32 ParentIndex = RefSkeleton.GetParentIndex(BoneIndex);
// need to see if it's child of any of Bones of interest
for (auto SubIter=BonesOfInterest.CreateConstIterator(); SubIter; ++SubIter )
{
const int32 SubBoneIndex = *SubIter;
// if I'm child of the BonesOfInterest
if(BoneIndex == SubBoneIndex)
{
//found a bone we are interested in
if(ParentIndex >= 0)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
WorldTransforms[ParentIndex] = MeshComponent->GetComponentSpaceTransforms()[ParentIndex]*MeshComponent->ComponentToWorld;
}
BoneColours[BoneIndex] = LinearSelectionColor;
bDrawBone = true;
break;
}
else if ( RefSkeleton.BoneIsChildOf(BoneIndex, SubBoneIndex) )
{
BoneColours[BoneIndex] = FLinearColor::White;
bDrawBone = true;
break;
}
}
if (bDrawBone)
{
//add to the list
RequiredBones.AddUnique(BoneIndex);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3038116 on 2016/07/05 by James.Golding Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford) Change 3038271 on 2016/07/05 by Lukasz.Furman fixed bug with instanced behavior tree nodes writing over memory of other nodes #jira UE-32789 Change 3038295 on 2016/07/05 by Lukasz.Furman changed behavior tree node injection to modify shared template instead of switching nodes to instanced fixes GC reference chain between AI using the same behavior tree Change 3038504 on 2016/07/05 by Zak.Middleton #ue4 - Fix typo in comment (debugging arrow). github #2352 #jira 30255 Change 3039151 on 2016/07/06 by James.Golding UE-30046 Add bAllowCPUAccess flag to UStaticMesh Change 3039281 on 2016/07/06 by Ori.Cohen Fix attached partially simulating ragdolls not moving with actor. #JIRA UE-32830 Change 3039286 on 2016/07/06 by Benn.Gallagher Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold. Change 3039313 on 2016/07/06 by Benn.Gallagher Enabled override of angular joint bias on AnimDynamics Change 3039335 on 2016/07/06 by Ori.Cohen Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy. #JIRA UE-32833 Change 3039412 on 2016/07/06 by Ori.Cohen PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79) #JIRA UE-30725 Change 3039799 on 2016/07/06 by Tom.Looman - Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin) - Fixed bug in override gravity for the suggest projectile velocity functions. Change 3039903 on 2016/07/06 by Ori.Cohen Ensure that skeletal mesh components do NOT teleport unless explicitly asked to. Change 3039932 on 2016/07/06 by Lina.Halper Merging using //Orion/Dev-General_to_//UE4/Dev-Framework serialize crash is always bad, so dupe checkin. Change 3040059 on 2016/07/06 by Ori.Cohen Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate) #JIRA UE-32730 Change 3040203 on 2016/07/06 by Jon.Nabozny Fix scaling multiple selected Actors by changing scale-base translation calculations to local space. #jira UE-32357 Change 3040211 on 2016/07/06 by Ori.Cohen Fix constraints being unselectable in phat when a render mesh is on top #JIRA UE-32479 Change 3040273 on 2016/07/06 by Ori.Cohen Fix vehicle drag adding instead of removing energy when in reverse. #JIRA UE-28957 Change 3040293 on 2016/07/06 by Zak.Middleton #ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments. Change 3040325 on 2016/07/06 by Zak.Middleton #ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization. #udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html Change 3040950 on 2016/07/07 by Thomas.Sarkanen Removed GWorld from FTimerManager Switched LastAssignedHandle to a static member. #jira UE-31485 - Remove GWorld from FTimerManager Change 3041054 on 2016/07/07 by Jon.Nabozny Fix warning about negation operator on FRotator introduced in CL 3040203. Change 3041214 on 2016/07/07 by Ori.Cohen Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies #JIRA UE-29538 Change 3041319 on 2016/07/07 by James.Golding UE-29771 - Rename LocalAtoms to BoneSpaceTransforms - Rename SpaceBases to ComponentSpaceTransforms Change 3041432 on 2016/07/07 by James.Golding UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC. Also remove PhysicsSettings.h from PhysicalMaterial.h Change 3041434 on 2016/07/07 by James.Golding Improve comment on UStaticMesh::bAllowCPUAccess Change 3041701 on 2016/07/07 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498 Change 3041760 on 2016/07/07 by Ori.Cohen Fix bug where turning collision off and on for a welded root body would not re-weld child bodies. #JIRA UE-32438 Change 3041771 on 2016/07/07 by Marc.Audy Add GetParentActor convience accessor Change 3041798 on 2016/07/07 by Marc.Audy Don't double call BeginPlay on ChildActors when loading sublevels (4.12) #jira UE-32772 Change 3041857 on 2016/07/07 by Jon.Nabozny Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName. #jira UE-32272 Change 3041914 on 2016/07/07 by Marc.Audy Fix mismatch function prototype Change 3042041 on 2016/07/07 by Jon.Nabozny Fix CIS issue introduced by CL 3041857 Change 3042402 on 2016/07/08 by James.Golding Fix CIS after no longer globally including PhysicsSettings.h Change 3042517 on 2016/07/08 by Martin.Wilson Fix root motion when actor and component transforms do not match #jira UE-32944 Change 3043021 on 2016/07/08 by mason.seay Assets for testing poses Change 3043246 on 2016/07/08 by Marc.Audy Eliminate USoundWave::CompressionName Add USoundWave::HasCompressedFormat #jira UE-32546 Change 3044376 on 2016/07/11 by James.Golding - UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled) - Add UVInfo mem usage to UBodySetup::GetResourceSize - Remove BodySetup.h from EnginePrivate.h - Remove outdated comment in PhysUtils.cpp Change 3044464 on 2016/07/11 by Ori.Cohen Fix CIS #JIRA UE-33005 Change 3044519 on 2016/07/11 by Ori.Cohen PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454) #JIRA UE-30712 Change 3044774 on 2016/07/11 by Zak.Middleton #ue4 - Fix typos in comments. Change 3044854 on 2016/07/11 by Mieszko.Zielinski Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4 #jira UE-32013 Change 3044855 on 2016/07/11 by Mieszko.Zielinski Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4 #jira UE-32458 Change 3044887 on 2016/07/11 by Zak.Middleton #ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine. - Fixed comments on FindNearestPointsOnLineSegments. - Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction". Merge CL 3036162. Change 3044910 on 2016/07/11 by Mieszko.Zielinski Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4 Change 3045144 on 2016/07/11 by Lukasz.Furman exposed pathfollowing's reach test modifier: goal radius as parameter of move request Change 3045174 on 2016/07/11 by Marc.Audy Remove incorrect SetMobility reference from comment #jira UE-30492 Change 3045233 on 2016/07/11 by Marc.Audy Correct function name in warning Change 3045284 on 2016/07/11 by mason.seay Test Assets for pose blending Change 3045342 on 2016/07/11 by Michael.Noland PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg) #jira UE-29522 Change 3045343 on 2016/07/11 by Michael.Noland PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver) #jira UE-32403 Change 3045344 on 2016/07/11 by Michael.Noland Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision) Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap #jira UE-31632 Change 3045382 on 2016/07/11 by Ori.Cohen Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries. #JIRA UE-29937 Change 3045529 on 2016/07/11 by Zak.Middleton #ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself. Change 3045601 on 2016/07/11 by Michael.Noland Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType #jira UE-20962 Change 3046039 on 2016/07/12 by Jurre.deBaare Instanced HLOD materials to reduce permutations + compilation time Change 3046147 on 2016/07/12 by Ori.Cohen PR #1615: Traceworldforposition should trace async scene too #JIRA UE-21728 Change 3046180 on 2016/07/12 by Ori.Cohen Introduce a shape complexity project setting #JIRA UE-31159 Change 3046280 on 2016/07/12 by Ori.Cohen Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component. #JIRA UE-31525, UE-19252 Change 3046282 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though #jira UE-32626 Change 3046284 on 2016/07/12 by Benn.Gallagher Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor. - Made default slot 0, as a montage should always have at least one slot - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though (2nd CL, missed file) #jira UE-32626 Change 3046416 on 2016/07/12 by Jon.Nabozny PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis) #jira UE32123 Change 3046428 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0)) #jira UE-33055 Change 3046429 on 2016/07/12 by Michael.Noland Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized) #jira UE-25994 Change 3046475 on 2016/07/12 by Ori.Cohen Added strength multiplyer for physical animation #JIRA UE-33075 Change 3046518 on 2016/07/12 by Ori.Cohen Make sure to refresh contact points when turning simulation on for bodies. #JIRA UE-31286 Change 3046658 on 2016/07/12 by Ori.Cohen Fix the case where setting body blend weight doesn't turn off blend override. Change 3046720 on 2016/07/12 by Ori.Cohen Added option to allow skeletal mesh simulation to NOT affect component transform. #JIRA UE-33089 Change 3046908 on 2016/07/12 by Ori.Cohen Fix welded body not properly unwelding when in a chain of welded bodies #JIRA UE-32531 Change 3047015 on 2016/07/12 by Lukasz.Furman fixed nested repath requests Change 3047102 on 2016/07/12 by Ori.Cohen Added physics component to content example Change 3047848 on 2016/07/13 by Ori.Cohen Expose transform update mode to phat #JIRA UE-33227 Change 3047853 on 2016/07/13 by Ori.Cohen Update physical animation level and content. Was missing some blueprints Change 3047897 on 2016/07/13 by Ori.Cohen PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro) #JIRA UE-27102 Change 3048026 on 2016/07/13 by Benn.Gallagher Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins. #jira UE-23823 Change 3048592 on 2016/07/13 by Marc.Audy Change check when physics state exists but not registered to ensure and add additional logging information. #jira UE-32935 Change 3048790 on 2016/07/13 by Ori.Cohen Fix CIS for shipping physx builds. #JIRA UE-33246 Change 3048801 on 2016/07/13 by Ori.Cohen Update RootBodyTransform when ref skeleton has offset Change 3048891 on 2016/07/13 by Marc.Audy Fix copy paste bug with AudioComponent::SetPitchMultiplier Change 3049549 on 2016/07/14 by Thomas.Sarkanen Prevented stale anim asset references from persisting in wired pins Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase. Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules. Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected. Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes. #jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset Change 3049576 on 2016/07/14 by Thomas.Sarkanen Fix CIS linker errors Change 3049611 on 2016/07/14 by Benn.Gallagher Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections) Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor #jira UE-31016 #jira UE-33061 Change 3049663 on 2016/07/14 by Benn.Gallagher CIS fix after Persona render fixes Change 3049794 on 2016/07/14 by Marc.Audy Some cleanup and ensuring ActiveSound adds references to all of its used assets Change 3049823 on 2016/07/14 by Tom.Looman Added Player Connect and Disconnect Multicast Events to GameMode PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard) Change 3049896 on 2016/07/14 by Ori.Cohen Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag. #JIRA UE-31660 Change 3049921 on 2016/07/14 by Benn.Gallagher PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton) - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor) #jira UE-29573 Change 3049929 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3049956 on 2016/07/14 by Zak.Middleton #ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue. Change 3049992 on 2016/07/14 by Jon.Nabozny Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box. #JIRA: UE-31601 Change 3050017 on 2016/07/14 by James.Golding PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike) Change 3050061 on 2016/07/14 by Zak.Middleton #ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T. Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3050416 on 2016/07/14 by mason.seay Test map and asset for slicing proc meshes Change 3050881 on 2016/07/14 by Zak.Middleton #ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block. github #2047 Change 3051401 on 2016/07/15 by Thomas.Sarkanen Prevented animation from restarting each time a new section is selected/inspected in the montage editor Preserved playback state when changing section. Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused. #jira UE-31014 - Moving Montage Event Unpauses Playback #jira UE-25101 - Improve Montage Replay Usability issue Change 3051717 on 2016/07/15 by Benn.Gallagher Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation. #jira UE-18558 Change 3051729 on 2016/07/15 by Benn.Gallagher Changed enum combo boxes so that they use rich tooltips instead of text tooltips. - They look the same when there isn't a documentation entry for them (Just the enum name) - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name Change 3051825 on 2016/07/15 by Marc.Audy Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor #jira UE-29435 Change 3051850 on 2016/07/15 by Marc.Audy Reduce priority of audio thread Add a frame sync to avoid audio thread drifiting behind Change 3051920 on 2016/07/15 by Tom.Looman Added ActorComponent Activate/Deactivate events #JIRA UE-31077 Change 3051923 on 2016/07/15 by Tom.Looman PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi) Change 3052038 on 2016/07/15 by Martin.Wilson Possible fix for fortnite crash + ensure incase the situation occurs again #jira UE-33258 Change 3052042 on 2016/07/15 by Jurre.deBaare Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework) Change 3052171 on 2016/07/15 by Ori.Cohen Improve UI for constraint profiles. Polish UI for physical animation profile. #JIRA UEFW-101, UE-33290 Change 3052243 on 2016/07/15 by Martin.Wilson Pose watching: Ability to draw bones of pose at any point in the anim graph. #jira UE-12181 (originally Epic Friday project) Change 3053202 on 2016/07/18 by Thomas.Sarkanen FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility #jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication Change 3053203 on 2016/07/18 by Thomas.Sarkanen Fixed properties that are fed to skeletal mesh components via construction script not updating when edited Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this). Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date. #jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph Change 3053241 on 2016/07/18 by Martin.Wilson Add parent bone space to GetSocketTransform #jira UE-29814 Change 3053270 on 2016/07/18 by Jurre.deBaare PR #2105: Disable creation of array modifiers (Contributed by projectgheist) Change 3053273 on 2016/07/18 by Jurre.deBaare Default ini for asset viewer and HDR images #jira UE-32903 Change 3053527 on 2016/07/18 by Ori.Cohen Fix CIS #JIRA UE-33375 Change 3053620 on 2016/07/18 by Thomas.Sarkanen Socket chooser now has a search box Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name. Search box has focus when the menu appears. #jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh Change 3053626 on 2016/07/18 by Martin.Wilson Fix crash caused by skeletalmeshcomponent being destroyed during a notify #jira UE-33258 Change 3053761 on 2016/07/18 by Martin.Wilson Mac build compile fix Change 3053858 on 2016/07/18 by Lina.Halper Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/ Fix on crashing recursive asset Change 3053864 on 2016/07/18 by Ori.Cohen Make sure phat UI changes when picking different constraint profiles Change 3053866 on 2016/07/18 by Ori.Cohen Submit content example for constraint profiles Change 3053915 on 2016/07/18 by Lina.Halper The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened This is the fix for that. #jira: UE-32927 Change 3053969 on 2016/07/18 by James.Golding PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology) Change 3054004 on 2016/07/18 by Ori.Cohen Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake. #jira UE-33333 Change 3054410 on 2016/07/18 by Lina.Halper Fixed issue with moving translation not working with mirrored parent due to inverse position. Changed to Transform. #jira: UE-31521 Change 3054659 on 2016/07/18 by Lina.Halper Fix for retargeting of pose asset - Moved animsequence::retarget to be out to AnimationRuntime - PoseAsset is now using that function to retarget correctly #code review: Martin.Wilson, Ori.Cohen Change 3054777 on 2016/07/18 by Jurre.deBaare Fixing integration blocker, had this fix locally already #jira UE-33427 Change 3056619 on 2016/07/19 by Ori.Cohen Temporarily turn off audio threading due to heap corruption. #JIRA UE-33320 Change 3057770 on 2016/07/20 by Aaron.McLeran Doing sync trace for occlusion if audio thread is enabled #jira UE-33494 Change 3057778 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Change 3057788 on 2016/07/20 by Aaron.McLeran #jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio) Enabling audio thread (with a capital T for True) Change 3057850 on 2016/07/20 by Ori.Cohen Temporarily turn off audio threading as the feature is still experimental Change 3057876 on 2016/07/20 by Martin.Wilson Fix Graph Linked External Object issue when saving recompressed animations #jira UE-33567 Change 3058371 on 2016/07/20 by Ori.Cohen Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) [CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
WorldTransforms[BoneIndex] = MeshComponent->GetComponentSpaceTransforms()[BoneIndex] * MeshComponent->ComponentToWorld;
}
}
DrawBones(MeshComponent, RequiredBones, WorldTransforms, PDI, BoneColours, 0.3f);
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
void FAnimationViewportClient::DrawSockets(const UDebugSkelMeshComponent* InPreviewMeshComponent, TArray<USkeletalMeshSocket*>& InSockets, FSelectedSocketInfo InSelectedSocket, FPrimitiveDrawInterface* PDI, bool bUseSkeletonSocketColor)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (InPreviewMeshComponent)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
ELocalAxesMode::Type LocalAxesMode = (ELocalAxesMode::Type)GetDefault<UPersonaOptions>()->DefaultLocalAxesSelection;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
for ( auto SocketIt = InSockets.CreateConstIterator(); SocketIt; ++SocketIt )
{
USkeletalMeshSocket* Socket = *(SocketIt);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FReferenceSkeleton& RefSkeleton = InPreviewMeshComponent->SkeletalMesh->RefSkeleton;
const int32 ParentIndex = RefSkeleton.FindBoneIndex(Socket->BoneName);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FTransform WorldTransformSocket = Socket->GetSocketTransform(InPreviewMeshComponent);
FLinearColor SocketColor;
FVector Start, End;
if (ParentIndex >=0)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FTransform WorldTransformParent = InPreviewMeshComponent->GetComponentSpaceTransforms()[ParentIndex] * InPreviewMeshComponent->ComponentToWorld;
Start = WorldTransformParent.GetLocation();
End = WorldTransformSocket.GetLocation();
}
else
{
Start = FVector::ZeroVector;
End = WorldTransformSocket.GetLocation();
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
const bool bSelectedSocket = (InSelectedSocket.Socket == Socket);
if( bSelectedSocket )
{
SocketColor = FLinearColor(1.0f, 0.34f, 0.0f, 1.0f);
}
else
{
SocketColor = (ParentIndex >= 0) ? FLinearColor::White : FLinearColor::Red;
}
static const float SphereRadius = 1.0f;
TArray<FVector> Verts;
//Calc cone size
FVector EndToStart = (Start-End);
float ConeLength = EndToStart.Size();
float Angle = FMath::RadiansToDegrees(FMath::Atan(SphereRadius / ConeLength));
//Render Sphere for bone end point and a cone between it and its parent.
PDI->SetHitProxy( new HPersonaBoneProxy( Socket->BoneName ) );
PDI->DrawLine( Start, End, SocketColor, SDPG_Foreground );
PDI->SetHitProxy( NULL );
// draw gizmo
if( (LocalAxesMode == ELocalAxesMode::All) || bSelectedSocket )
{
FMatrix SocketMatrix;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
Socket->GetSocketMatrix( SocketMatrix, InPreviewMeshComponent);
PDI->SetHitProxy( new HPersonaSocketProxy( FSelectedSocketInfo( Socket, bUseSkeletonSocketColor ) ) );
DrawWireDiamond( PDI, SocketMatrix, 2.f, SocketColor, SDPG_Foreground );
PDI->SetHitProxy( NULL );
RenderGizmo(FTransform(SocketMatrix), PDI);
}
}
}
}
FSphere FAnimationViewportClient::GetCameraTarget()
{
bool bFoundTarget = false;
FSphere Sphere(FVector(0,0,0), 100.0f); // default
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if( PreviewMeshComponent != nullptr )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FTransform ComponentToWorld = PreviewMeshComponent->ComponentToWorld;
PreviewMeshComponent->CalcBounds(ComponentToWorld);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
// give the editor mode a chance to give us a camera target
FSphere Target;
if (GetPersonaModeManager().GetCameraTarget(Target))
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
Sphere = Target;
bFoundTarget = true;
}
if( !bFoundTarget )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FBoxSphereBounds Bounds = PreviewMeshComponent->CalcBounds(FTransform::Identity);
Sphere = Bounds.GetSphere();
}
}
return Sphere;
}
void FAnimationViewportClient::UpdateCameraSetup()
{
static FRotator CustomOrbitRotation(-33.75, -135, 0);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if (PreviewMeshComponent != nullptr && PreviewMeshComponent->SkeletalMesh)
{
FSphere BoundSphere = GetCameraTarget();
FVector CustomOrbitZoom(0, BoundSphere.W / (75.0f * (float)PI / 360.0f), 0);
FVector CustomOrbitLookAt = BoundSphere.Center;
SetCameraSetup(CustomOrbitLookAt, CustomOrbitRotation, CustomOrbitZoom, CustomOrbitLookAt, GetViewLocation(), GetViewRotation() );
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
// Move the floor to the bottom of the bounding box of the mesh, rather than on the origin
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FVector Bottom = PreviewMeshComponent->Bounds.GetBoxExtrema(0);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3136629 on 2016/09/22 by Marc.Audy bye bye auto Change 3136631 on 2016/09/22 by Marc.Audy Allow objects to be marked as duplicate transient or non PIE duplicate transient ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient #jira UE-35680 Change 3136636 on 2016/09/22 by Marc.Audy ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints Component Activate/Deactivate events now provide component as a property #jira UE-35191 Change 3136640 on 2016/09/22 by Marc.Audy Expose bReplicates to blueprint component properties #jira UE-34433 Change 3136709 on 2016/09/22 by Ori.Cohen Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached. #JIRA UE-36234 Change 3136710 on 2016/09/22 by Ori.Cohen Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together. #JIRA UE-35899 Change 3136770 on 2016/09/22 by Marc.Audy Fix compile error Change 3136854 on 2016/09/22 by Marc.Audy Sprite components need to be text export transient #jira UE-36064 Change 3136926 on 2016/09/22 by Ori.Cohen Fix ensure when skeletal mesh bodies have no collision. Change 3137054 on 2016/09/22 by Aaron.McLeran PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes) Change 3137058 on 2016/09/22 by Aaron.McLeran PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet) Change 3137060 on 2016/09/22 by Aaron.McLeran UE-36336 Fixing A3D for mono/2D sounds - Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds - Fixing A3D mono sources from failing after a time Change 3137066 on 2016/09/22 by Aaron.McLeran Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0 Change 3137098 on 2016/09/22 by dan.reynolds AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process. Change 3137132 on 2016/09/22 by Aaron.McLeran PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge) Change 3137175 on 2016/09/22 by Aaron.McLeran Fixing compile error with PhysXCollision.cpp from CL 3136710 Change 3137540 on 2016/09/23 by Thomas.Sarkanen Fixed crash when generating LODs automatically for skeletal meshes Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification. #jira UE-36253 - Crash applying LOD changes in Persona Change 3137720 on 2016/09/23 by Thomas.Sarkanen Changed asset shortcut bar to display asset names & reworked padding #jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text Change 3137761 on 2016/09/23 by Martin.Wilson Fix typo in root motion from everything accumulation code Change 3137877 on 2016/09/23 by Thomas.Sarkanen Fixed undo/redo forcing skeletal meshes into t-pose Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent. #jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function Change 3137885 on 2016/09/23 by Benn.Gallagher Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect. #jira UE-35151 Change 3137888 on 2016/09/23 by Benn.Gallagher Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links #jira UE-24860 Change 3137889 on 2016/09/23 by Benn.Gallagher Fixed transform and widget inconsistencies in IK edit mode #jira UE-20628 Change 3137890 on 2016/09/23 by Jurre.deBaare Alembic Cached Geometry Does Not Display in Stand Alone Game #fix required to force load the GeometryCache module during runtime #jira UE-36187 Change 3137892 on 2016/09/23 by Jurre.deBaare Geometry cache playback should work in sequencer #fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway) #jira UE-35447 Change 3137893 on 2016/09/23 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals #fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence #jira UE-35091 Change 3137894 on 2016/09/23 by Jurre.deBaare Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor #fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created #misc added a new check + message in case this occurs again #jira UE-36059 Change 3137938 on 2016/09/23 by Jurre.deBaare Alembic Importing with Incorrect UV's #fix adding option for flipping UVs on import #jira UE-36190 Alembic import axis not aligned correctly #fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max) #jira UE-35510 Change 3137949 on 2016/09/23 by Jurre.deBaare Frame range importing causes confusion during Alembic importing #fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames. #misc changed settings UI listview layout (extra columns and resized old ones) #jira UE-35498 Change 3137994 on 2016/09/23 by Martin.Wilson Fix for creating an empty state when dragging a montage into a state machine graph #jira UE-33371 Change 3138103 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds Change 3138104 on 2016/09/23 by Aaron.McLeran UE-35392 Copy pasting local node into separate project crashes the engine Change 3138224 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds - Adding a check for wave instance count to account for virtualized sounds (one-shots) Change 3138666 on 2016/09/23 by Ben.Zeigler #UEFW-204 Add more comprehensive gameplay tag tests Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon Change 3138779 on 2016/09/23 by Marc.Audy Get rid of pointless casts Change 3138782 on 2016/09/23 by Marc.Audy remove some GWorlds Change 3139701 on 2016/09/26 by Jurre.deBaare Assert failed on GemetryCache for PS4 package #fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files #jira UE-36392 Change 3139704 on 2016/09/26 by Jurre.deBaare Fix for -1 begin frame #fix do the max as an signed int, to make sure we don't wrap around Change 3139748 on 2016/09/26 by Benn.Gallagher PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri) Moved the definition of the boundary to a FPhysScene class static Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary #jira UE-35736 Change 3139903 on 2016/09/26 by Benn.Gallagher Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values #jira UE-34366 Change 3140409 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger copy of CL# 3140399 Change 3140516 on 2016/09/26 by dan.reynolds AEOverview Map Update - Ambient Zone + Focus Test Change 3140526 on 2016/09/26 by Jon.Nabozny #rn Fixed CanJump inconsistencies with previous versions. Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how jump count and hold time were compared in CanJump. #jira UE-35524, UE-35582 Change 3140745 on 2016/09/26 by dan.reynolds AEOverview Test Map Update + Occlusion Test Change 3140839 on 2016/09/26 by dan.reynolds AEOverview - minor updates Change 3141101 on 2016/09/27 by Thomas.Sarkanen Preview scene worlds now render correctly Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index). In-game hidden flags now apply to GamePreview, but not EditorPreview worlds. Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose. Fixed up UT cases where this was being used. FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport). Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview. Fixed erroneous use of TEnumAsByte for non-uproperty WorldType. #jira UE-22883 - Using FPreviewScenes in-game for scene captures Change 3141106 on 2016/09/27 by Thomas.Sarkanen Column toggling improvements Column toggle menu now does not close when items are selected. This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection. Also allowed columns to be hidden by default for specific use cases (like the sequence browser). #jira UE-35818 - Anim asset browser column picker should stay up Change 3141131 on 2016/09/27 by Thomas.Sarkanen Fix CIS warnings Fallout from preview world changes Change 3141143 on 2016/09/27 by Jurre.deBaare Fix for CIS errors Change 3141235 on 2016/09/27 by Thomas.Sarkanen Fix offset of Persona floor mesh when auto-alignment is enabled When auto alignment was disabled, the offset wasnt getting taken into account. #jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled Change 3141327 on 2016/09/27 by Marc.Audy Ensure that the client side AttachChildren array remains accurate #jira UE-26025 Change 3141474 on 2016/09/27 by mason.seay Updating test map name and moving PlayerStart Change 3141501 on 2016/09/27 by Benn.Gallagher Loading time improvements for destructibles from Nvidia Updated to use new framework custom version instead of global object version Fixed usage of TArray to enable correct loading and saving of the cached data. #jira UE-29680 Change 3141889 on 2016/09/27 by Marc.Audy Fix DestructibleMesh when WITH_APEX is 0 #jira UE-36484 Change 3142034 on 2016/09/27 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971 Change 3142131 on 2016/09/27 by Ori.Cohen Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query. #JIRA UE-36381 Change 3142154 on 2016/09/27 by Ori.Cohen Fix build, ModuleCachedData instead of NxApexModuleCachedData Change 3142159 on 2016/09/27 by mason.seay Blueprint for testing Child Actor Templates Change 3142255 on 2016/09/27 by Jon.Nabozny Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument. #jira UE-35199, UE-35197, UE-35201 Change 3142717 on 2016/09/27 by dan.reynolds AEOverview Update + Sound Class Test Change 3142764 on 2016/09/27 by Marc.Audy Fix Ocean deprecation warnings Change 3142962 on 2016/09/28 by Thomas.Sarkanen Fixed bounds calculations for local camera animations Correctly calculated bounds as local to the initial transform in the track. Implemented suggested fixes from UDN user chhaddon (The Coalition). #jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true Change 3143007 on 2016/09/28 by Martin.Wilson Added virtual bones to USkeleton API Breaking change: -Added USkeleton pointer to RemoveBonesByName -FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead #jira UEFW-81 Change 3143040 on 2016/09/28 by James.Golding Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG Fix up game projects to compile in Shipping/Test after this change PR #2757: (Contributed by projectgheist) #jira UE-35488 Change 3143046 on 2016/09/28 by James.Golding Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file) Change 3143047 on 2016/09/28 by James.Golding PR #2731: Capsule primitive drawing fix (Contributed by kamrann) #jira UE-35142 Change 3143050 on 2016/09/28 by Martin.Wilson Update DDC key as some animation have stale data Change 3143088 on 2016/09/28 by Martin.Wilson CIS Fixes for Ocean after FReferenceSkeleton changes Change 3143090 on 2016/09/28 by Benn.Gallagher Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it. #jira UE-36482 Change 3143091 on 2016/09/28 by Thomas.Sarkanen Fix play/pause keyboard shortcut toggle in Persona based editors Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks). Added the ability for FEdModes to specify whether they can use a widget mode. Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now). #jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused Change 3143100 on 2016/09/28 by James.Golding UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown Change 3143107 on 2016/09/28 by Martin.Wilson Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us #jira UE-34431 Change 3143125 on 2016/09/28 by Jurre.deBaare PR #2749: Fix blend space triangulation (Contributed by tmiv) Change 3143225 on 2016/09/28 by Jurre.deBaare Mesh/material merging basic test files Change 3143235 on 2016/09/28 by Martin.Wilson Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section #jira UE-35929 Change 3143312 on 2016/09/28 by Marc.Audy Don't globally reregister components, globally recreate render state instead when force deleting assets Fixes crash force deleting a blueprint with a child actor component in it from the content browser Change 3143340 on 2016/09/28 by Mieszko.Zielinski Improved consistency of loudness usage in AISense_Hearing #UE4 Change 3143359 on 2016/09/28 by Marc.Audy Fix spelling error in comment Change 3143372 on 2016/09/28 by Jurre.deBaare HLOD meshes are causing degenerate triangles #fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers #jira UE-34336 Change 3143420 on 2016/09/28 by Mieszko.Zielinski Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4 Change 3143421 on 2016/09/28 by Martin.Wilson Allow reading on animation sequence length in blueprints #jira UE-34168 Change 3143455 on 2016/09/28 by James.Golding Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds. Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions Change 3143518 on 2016/09/28 by Jurre.deBaare Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material #fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material) #misc set texture sampling for HLOD proxy base material to clamp #jira UE-35221 Change 3143542 on 2016/09/28 by James.Golding Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if Fix comment Enable by default for FN Change 3143543 on 2016/09/28 by Benn.Gallagher Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton. Change 3143556 on 2016/09/28 by Aaron.McLeran UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE Change 3143566 on 2016/09/28 by Benn.Gallagher Readded early out alongside new ensure for catching bad preFilter shapes Change 3143568 on 2016/09/28 by Marc.Audy Fix deprecation warnings in UT Change 3143572 on 2016/09/28 by Jurre.deBaare More test content for mesh/material merging Change 3143581 on 2016/09/28 by Jurre.deBaare More content :D Change 3143585 on 2016/09/28 by Jurre.deBaare Geometry cache cleaning #misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump) #misc cleaning out unecessary code Change 3143594 on 2016/09/28 by Marc.Audy Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template #jira UE-36511 Change 3143658 on 2016/09/28 by Marc.Audy RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference #jira UE-36553 Change 3143776 on 2016/09/28 by Marc.Audy Properly reinstance child actor templates when using the fast reinstancing path #jira UE-36516 Change 3143896 on 2016/09/28 by Ori.Cohen Remove UPROPERTY on aggregate threshold which is always read from the physics settings. Change 3144022 on 2016/09/28 by Ben.Zeigler Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system Change 3144252 on 2016/09/28 by mason.seay More blueprints for child actor template testing Change 3144262 on 2016/09/28 by Mason.Seay Deleting assets Change 3144283 on 2016/09/28 by dan.reynolds AEOverview update + Sound Priority Test Change 3144411 on 2016/09/28 by dan.reynolds AEOverview end of day update and tweaks Change 3144679 on 2016/09/29 by Benn.Gallagher Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth. Change 3144856 on 2016/09/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview #jira UE-30384 Change 3144864 on 2016/09/29 by Thomas.Sarkanen Preview mesh fixes Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen). Skeleton preview meshes are now shown as empty if none is set (but a default is chosen). #jira UE-36582 - Cannot set preview mesh per-animation Change 3144865 on 2016/09/29 by Jurre.deBaare More test content Change 3144885 on 2016/09/29 by James.Golding UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor Change scale clamping in UpdateBodyScale to catch cases like (1,0,1) Change 3144903 on 2016/09/29 by Thomas.Sarkanen Deprecating StaticMesh in UStaticMeshComponent Added GetStaticMesh to access the value as read-only. SetStaticMesh is now called in all locations that used to call "StaticMesh =". Lots of fixups. #jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent Change 3145020 on 2016/09/29 by Thomas.Sarkanen Fix bounds calculations that include bones to respect LOD (and other requried bones) Sometimes bones would not be updated if we LOD switched, extending the bounds. #jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD Change 3145041 on 2016/09/29 by Jurre.deBaare Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results #fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh #misc ignore the source lightmap uv channels to reduce data #jira UE-36595 Change 3145219 on 2016/09/29 by Benn.Gallagher Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time. #jira UE-36552 Change 3145222 on 2016/09/29 by Jurre.deBaare Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash #fix on import set _all_ bone influence to 0 #jira UE-36602 Change 3145267 on 2016/09/29 by Ori.Cohen Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults. #JIRA UE-36483 Change 3145306 on 2016/09/29 by Jon.Nabozny Fixed PhAT so multiple constraints can be selected and edited properly at the same time. #JIRA: UE-31493 Change 3145342 on 2016/09/29 by Marc.Audy Do not update cull distance volumes whenever any property changes * Any movement or property change of a cull distance volume still does a global update * Any movement of a component belong to any other Actor updates only the components of that Actor * Any property change of a primitive component only updates that component #jira UE-36399 Change 3145958 on 2016/09/29 by Marc.Audy In game worlds don't auto activate components until the actor is ready to process them #jira UE-35189 Change 3146110 on 2016/09/29 by dan.reynolds AEOverview update + Soundwave Procedural Test Map Change 3146375 on 2016/09/30 by Benn.Gallagher Fixed crash saving newly created destructible mesh after material refactor. #jira UE-36619 Change 3146378 on 2016/09/30 by James.Golding UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before) Also add stat for FBodyInstance::LineTrace Change 3146379 on 2016/09/30 by James.Golding Add test assets for creating procmesh collision in non-editor builds Change 3146386 on 2016/09/30 by Thomas.Sarkanen Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance. This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used. #jira UE-36251 - Ensures showing uncompressed animations in anim blueprints Change 3146464 on 2016/09/30 by Thomas.Sarkanen Fix layered blend per bone odd/even connection counts alternately working/not working Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName. #jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs Change 3146652 on 2016/09/30 by Benn.Gallagher Fixed subinstance properties appearing in the caller's details panel as oddly named properties. #jira UE-34141 Change 3146673 on 2016/09/30 by Martin.Wilson Make RawAnimationData (and associated anim sequence data) private #jira ue-25869 Change 3146680 on 2016/09/30 by Benn.Gallagher Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node #jira UE-29847 Change 3146681 on 2016/09/30 by Benn.Gallagher Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node #jira UE-30885 Change 3146711 on 2016/09/30 by Jon.Nabozny Fix PhAT SnapConstraintToBone. #jira UE-31491 Change 3146717 on 2016/09/30 by Danny.Bouimad Adding Jurres really useful merge actor test assets to somewhere QA can get em. Change 3146738 on 2016/09/30 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #tests Editor tests with mambo pose asset #jira UE-36189 Change 3146750 on 2016/09/30 by Jurre.deBaare Material baking issue #misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture) #misc Replaced incorrect masks with _way_ better approach thanks to Martin Change 3146755 on 2016/09/30 by Jurre.deBaare Need better progress bar for HLOD #fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback #jira UE-34334 Change 3147085 on 2016/09/30 by Marc.Audy PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay) #jira UE-36632 Change 3147224 on 2016/09/30 by Martin.Wilson CIS Fix Change 3147280 on 2016/09/30 by Marc.Audy Mouse smoothing should use application frame rate, not the dilated game frame rate #jira UE-31040 Change 3147446 on 2016/09/30 by Aaron.McLeran UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly Change 3147693 on 2016/09/30 by Ben.Zeigler #jira UE-36657 If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location Change 3147697 on 2016/09/30 by Jon.Nabozny Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX #jira UE-30486 Change 3147761 on 2016/09/30 by Jon.Nabozny Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage. Change 3148533 on 2016/10/03 by Thomas.Sarkanen Fix new deprecation warnings introduced by the pull from main Change 3148567 on 2016/10/03 by Marc.Audy Fix crash when exiting PIE while a panoramic screenshot is being taken Make stereo panorama tick with the world it is operating on #jira UE-36492 Change 3148571 on 2016/10/03 by Marc.Audy Allow modification of components that are EditAnywhere but don't exist in the CDO #jira UE-36694 Change 3148607 on 2016/10/03 by Martin.Wilson Properly end notify states when we clear the anim instance on a skeletal mesh. #jira UE-32488 Change 3148711 on 2016/10/03 by Martin.Wilson Fix type in virtual bone tooltip #jira UE-36703 Change 3148746 on 2016/10/03 by Benn.Gallagher Fixed a few cases where post process and sub instance anim calls weren't being made correctly. #jira UE-36529 Change 3148807 on 2016/10/03 by Martin.Wilson Fix mismatch skeleton error when undoing virtual bone changes #jira UE-36705 Change 3148812 on 2016/10/03 by Martin.Wilson Add undo support to removing virtual bones #jira UE-36706 Change 3148975 on 2016/10/03 by Jurre.deBaare Issue with combining meshes both with/without normal maps #fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect) #misc fixed issue in function to set texture rectangle to a single colour #misc spotted comparison error Change 3148976 on 2016/10/03 by Ori.Cohen Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs #JIRA UE-36639 Change 3148991 on 2016/10/03 by Jurre.deBaare Changing LOD materials on Merged Actors Crashes Editor #fix take into account LOD that is using the material when remapping (removing duplicate) materials #jira UE-35883 Change 3148997 on 2016/10/03 by Jurre.deBaare Make sure we remove matrix samples that fall outside of the import range and remap those that are in range Change 3149002 on 2016/10/03 by Jurre.deBaare Issues with importing Alembic caches using matrix transformations #fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from Change 3149030 on 2016/10/03 by Martin.Wilson Dont show save warning on animations when we have curve data #jira UE-34145 Change 3149115 on 2016/10/03 by Mieszko.Zielinski Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4 #jira UE-35153 Change 3149186 on 2016/10/03 by Ben.Zeigler #UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it. This code is weird but this solution is better than the old version and handles inconsistent results Change 3149235 on 2016/10/03 by Martin.Wilson Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself. #jira UE-20005 Change 3149245 on 2016/10/03 by Marc.Audy Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates. Change 3149397 on 2016/10/03 by Ori.Cohen Fix collision profile writing out response values to channels that don't exist. #JIRA UE-36359 Change 3149679 on 2016/10/03 by Zak.Middleton #ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category. Change 3149929 on 2016/10/04 by Jurre.deBaare Fix for CIS errors #fix Mac didn't like undefined struct Change 3149977 on 2016/10/04 by danny.bouimad Massive update to Merge Actor test files Change 3150014 on 2016/10/04 by James.Golding UE-36686 Fix crash when slicing and not creating other section Change 3150016 on 2016/10/04 by James.Golding UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging Change 3150019 on 2016/10/04 by James.Golding UE-36737 Fix LineTraceComponent not returning face index Change 3150020 on 2016/10/04 by James.Golding UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module Change 3150027 on 2016/10/04 by Ben.Marsh Add PhysX build option into Dev-Framework. Change 3150042 on 2016/10/04 by Benn.Gallagher Fixed clothing example 1.3 collision glitches Change 3150172 on 2016/10/04 by Benn.Gallagher Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them. #jira UE-36589 Change 3150319 on 2016/10/04 by Ori.Cohen Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future. #JIRA UE-36535, UE-36504 Change 3150355 on 2016/10/04 by Zak.Middleton #ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast. Change 3150370 on 2016/10/04 by Ori.Cohen Fix deferred actors not getting flushed. Change 3150386 on 2016/10/04 by Martin.Wilson Fix additive animation check failing in cooked builds when using virtual bones #jira UE-36743 Change 3150424 on 2016/10/04 by Ori.Cohen Exclude kinematic actors from active transforms generation. Change 3150613 on 2016/10/04 by Zak.Middleton #ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject. (Mirror CL 3138304 in Orion-DevGeneral) #jira UE-36810 #tests compiled Change 3150679 on 2016/10/04 by Ben.Zeigler Crash fix with no async scene Change 3150765 on 2016/10/04 by Ben.Zeigler Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing Change 3150796 on 2016/10/04 by Marc.Audy Fix LOCTEXT warnings related to blueprint class menu options Change 3150806 on 2016/10/04 by Ben.Zeigler Fix bad text format in import error message, lead to double error Change 3150891 on 2016/10/04 by Ben.Zeigler #jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global Change 3150914 on 2016/10/04 by Marc.Audy Don't try to recreate render state if it has already been recreated while the recreate context was active #jira UE-36590 Change 3151195 on 2016/10/04 by Dan.Reynolds Updates to QASoundWaveProcedural QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing. Change 3151233 on 2016/10/04 by Ben.Zeigler #jira UE-36836 Fix variable shadowing warnings Change 3151328 on 2016/10/04 by dan.reynolds AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP Change 3151461 on 2016/10/05 by Thomas.Sarkanen Fix localization warnings #jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings Change 3151546 on 2016/10/05 by Martin.Wilson Fix pose watch regression due to persona refactor changes. #jira UE-36851 Change 3151587 on 2016/10/05 by Jurre.deBaare Updating Simplygon to SDK version 8.0 #misc removed redundant files #misc fixed landscape culling in merge actor path #misc added support for volume culling using simplygon #misc fixed when or not to use mesh data for material baking #notes Change: 3137650 Date: 23/09/2016 07:57 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: -Renamed commandline variables for ZipUtils AutomationScript -Implemented Execute instead of ExecuteBuild -Updated commandline arguments in SimplygonSwarm JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2 Change: 3137649 Date: 23/09/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Moved file hash computation to ImportObject JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4 Change: 3137646 Date: 23/09/2016 07:55 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Fixes CL3099204 EditorPerProjectUserSetting Removed ConfigRestartRequired attribute from properties where it was not required MeshUtilities -Added FProxyFailedDelegate -Extended IMeshMerging to include FProxyFailed delegate -Added ProxyGenerationFailed method to FProxyGenerationProcessor class -Setup FailedDelegate for both MeshMerging and DistributedMeshMerging SimplygonMeshReduction -Added check for invalid texture id -Updated notes and removed commented code that is not required. -Setup failed delegate -Fixed issue where image data was never hooked into the texture. -Fixed issue where texture table was never passed into casters SimplygonSwarm -Setup failed delegate -Fixed RawMesh pointer usage. -Move helper method into SimplygonSwarmHelpers.h. -Added SimplygonSwarmHelpers -Removed redundant constant path to 7-zip -Removed GetSimplygonDirectory instead using inplace. -Removed commented code that is currently not required. -Fixed Typos JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3 Change: 3099204 Date: 24/08/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Simplygon 8.0 Updates Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0 EditorPerProjectSettings *SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB *SwarmNumOfConcurrentJobs for executing number of concurrent jobs *Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK) SPL, SimplygonSwarm, RESTClient *Bumped up SPL Version to 8 *Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374 *Removed SPL Templates for version 7.0 *Added conditional logging to REST methods *Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid. *Updated method to take in texturepath SimplygonMeshReduction *Removed minimum version requirement. *Bumped up minimum version *Chagned license file name to refelect 8.0 changes *MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2 Change: 3099200 Date: 24/08/2016 07:48 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: #fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2 Change: 3099199 Date: 24/08/2016 07:47 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm. This will remove any dependency on external zip program and should work across platforms JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1 Change: 3099197 Date: 24/08/2016 07:40 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: *Speed improvements for FBX Scene Importer *Added a static method to compute Hash. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2 Change 3151664 on 2016/10/05 by Richard.Hinckley Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member. Change 3151729 on 2016/10/05 by Thomas.Sarkanen Audit of remaining NaN checks Some checks remain on in shipping (generally those called from blueprint): - AActor::TeleportTo - AActor::SetActorRelativeScale3D #jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test Change 3151742 on 2016/10/05 by Ori.Cohen Make sure that if physical animation component doesn't find a body and bone it doesn't crash. #JIRA UE-36839 Change 3151756 on 2016/10/05 by Jurre.deBaare Fixing d3dcompiler_47.dll missing issue #fix added runtime dependency and dll name to build.cs file #fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL Change 3151761 on 2016/10/05 by Thomas.Sarkanen Fix deprecation warning from last integration Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd. #jira UE-36858 - Compile UE4Editor* completed with 1 warning Change 3151782 on 2016/10/05 by Jurre.deBaare Simplygon patch up #misc linker errors popping up from JSONCPP #misc incorporated emissive material property fix from other shelve #misc static analysis fix Change 3151804 on 2016/10/05 by Marc.Audy Clear need end of frame update when unregistering a component Change 3151928 on 2016/10/05 by Ori.Cohen Fix runtime DLLs not including all delay loaded physx dll files. #JIRA UE-36816 Change 3151977 on 2016/10/05 by Martin.Wilson Notifies can no longer occupy the same time on the same track. #jira UE-30658 Change 3151989 on 2016/10/05 by Jon.Nabozny Fix ArchVis character rotation pitch when looking up/down. #jira UE-35706 Change 3152083 on 2016/10/05 by Marc.Audy Ensure that pending kill components get their marked for end of frame state cleared. Change 3152086 on 2016/10/05 by Ben.Zeigler #jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid Change 3152093 on 2016/10/05 by Marc.Audy Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load). #jira UE-36146 #jira UE-24647 Change 3152100 on 2016/10/05 by Ben.Zeigler Remove pragma optmize Change 3152112 on 2016/10/05 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072 Change 3152134 on 2016/10/05 by Jurre.deBaare Simplygon/Merge actor issues #fix for emissive output on meshes that do not have emissive properties #fix for texture binning, not removing invalid split area causing overlapped textures Change 3152136 on 2016/10/05 by James.Golding UE-36859 Fix tooltip saying you can click to stop recording Change 3152169 on 2016/10/05 by James.Golding UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh Change 3152202 on 2016/10/05 by Jurre.deBaare Mac/Linux fix Change 3152303 on 2016/10/05 by Marc.Audy Fix deprecation warning post merge from main Change 3152320 on 2016/10/05 by Martin.Wilson Fix root motion from everything calculating incorrect root motion when animations haven't been ticking #jira UE-35364 Change 3152354 on 2016/10/05 by James.Golding PoseDriver should pass through if no poses activated Change 3152357 on 2016/10/05 by James.Golding UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim. Change 3152556 on 2016/10/05 by Marc.Audy Remove autos Change 3152560 on 2016/10/05 by Marc.Audy Don't allow child actor references to be dragged from the outliner to a level script #jira UE-16700 Change 3152568 on 2016/10/05 by Marc.Audy Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters Remove deprecated bNoCollisionFail #jira UE-35928 Change 3152575 on 2016/10/05 by Marc.Audy Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move Change 3153101 on 2016/10/06 by Thomas.Sarkanen Fix crash re-opening the viewport in Persona-based editors #jira UE-36775 - Editor crashes when re-opening viewport in Persona Change 3153139 on 2016/10/06 by James.Golding UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported Change 3153160 on 2016/10/06 by Thomas.Sarkanen Fix for crash when deleting additive layer track Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr). #jira UE-36740 - Crash when removing or disabling an additive layer track in Persona Change 3153175 on 2016/10/06 by Benn.Gallagher Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed. #jira UE-36900 Change 3153223 on 2016/10/06 by Thomas.Sarkanen Fixed crash when opening an asset from the blend space editor Code was still trying to open 'old' Persona when it was disabled. Also fix other call sites where this was being done outside of asset type actions. #jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona Change 3153324 on 2016/10/06 by Thomas.Sarkanen Prevented invalid GUIDs from being saved into smart name containers AddOrFindName now checks to see if existing GUIDs are valid before using them. AddName now requires a valid GUID to be passed in. Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved. Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068). #jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset Change 3153348 on 2016/10/06 by Martin.Wilson Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor) #jira UE-36751 Change 3153426 on 2016/10/06 by Mieszko.Zielinski Added missing elements of block comments support in BT editor #UE4 Change 3153454 on 2016/10/06 by Benn.Gallagher Fixed crash using anim debug with subinstances that are preceded by branching nodes. #jira UE-36935 [CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
FVector FloorPos(0.f, 0.f, GetFloorOffset());
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
if (bAutoAlignFloor)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3136629 on 2016/09/22 by Marc.Audy bye bye auto Change 3136631 on 2016/09/22 by Marc.Audy Allow objects to be marked as duplicate transient or non PIE duplicate transient ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient #jira UE-35680 Change 3136636 on 2016/09/22 by Marc.Audy ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints Component Activate/Deactivate events now provide component as a property #jira UE-35191 Change 3136640 on 2016/09/22 by Marc.Audy Expose bReplicates to blueprint component properties #jira UE-34433 Change 3136709 on 2016/09/22 by Ori.Cohen Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached. #JIRA UE-36234 Change 3136710 on 2016/09/22 by Ori.Cohen Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together. #JIRA UE-35899 Change 3136770 on 2016/09/22 by Marc.Audy Fix compile error Change 3136854 on 2016/09/22 by Marc.Audy Sprite components need to be text export transient #jira UE-36064 Change 3136926 on 2016/09/22 by Ori.Cohen Fix ensure when skeletal mesh bodies have no collision. Change 3137054 on 2016/09/22 by Aaron.McLeran PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes) Change 3137058 on 2016/09/22 by Aaron.McLeran PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet) Change 3137060 on 2016/09/22 by Aaron.McLeran UE-36336 Fixing A3D for mono/2D sounds - Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds - Fixing A3D mono sources from failing after a time Change 3137066 on 2016/09/22 by Aaron.McLeran Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0 Change 3137098 on 2016/09/22 by dan.reynolds AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process. Change 3137132 on 2016/09/22 by Aaron.McLeran PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge) Change 3137175 on 2016/09/22 by Aaron.McLeran Fixing compile error with PhysXCollision.cpp from CL 3136710 Change 3137540 on 2016/09/23 by Thomas.Sarkanen Fixed crash when generating LODs automatically for skeletal meshes Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification. #jira UE-36253 - Crash applying LOD changes in Persona Change 3137720 on 2016/09/23 by Thomas.Sarkanen Changed asset shortcut bar to display asset names & reworked padding #jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text Change 3137761 on 2016/09/23 by Martin.Wilson Fix typo in root motion from everything accumulation code Change 3137877 on 2016/09/23 by Thomas.Sarkanen Fixed undo/redo forcing skeletal meshes into t-pose Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent. #jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function Change 3137885 on 2016/09/23 by Benn.Gallagher Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect. #jira UE-35151 Change 3137888 on 2016/09/23 by Benn.Gallagher Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links #jira UE-24860 Change 3137889 on 2016/09/23 by Benn.Gallagher Fixed transform and widget inconsistencies in IK edit mode #jira UE-20628 Change 3137890 on 2016/09/23 by Jurre.deBaare Alembic Cached Geometry Does Not Display in Stand Alone Game #fix required to force load the GeometryCache module during runtime #jira UE-36187 Change 3137892 on 2016/09/23 by Jurre.deBaare Geometry cache playback should work in sequencer #fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway) #jira UE-35447 Change 3137893 on 2016/09/23 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals #fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence #jira UE-35091 Change 3137894 on 2016/09/23 by Jurre.deBaare Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor #fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created #misc added a new check + message in case this occurs again #jira UE-36059 Change 3137938 on 2016/09/23 by Jurre.deBaare Alembic Importing with Incorrect UV's #fix adding option for flipping UVs on import #jira UE-36190 Alembic import axis not aligned correctly #fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max) #jira UE-35510 Change 3137949 on 2016/09/23 by Jurre.deBaare Frame range importing causes confusion during Alembic importing #fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames. #misc changed settings UI listview layout (extra columns and resized old ones) #jira UE-35498 Change 3137994 on 2016/09/23 by Martin.Wilson Fix for creating an empty state when dragging a montage into a state machine graph #jira UE-33371 Change 3138103 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds Change 3138104 on 2016/09/23 by Aaron.McLeran UE-35392 Copy pasting local node into separate project crashes the engine Change 3138224 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds - Adding a check for wave instance count to account for virtualized sounds (one-shots) Change 3138666 on 2016/09/23 by Ben.Zeigler #UEFW-204 Add more comprehensive gameplay tag tests Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon Change 3138779 on 2016/09/23 by Marc.Audy Get rid of pointless casts Change 3138782 on 2016/09/23 by Marc.Audy remove some GWorlds Change 3139701 on 2016/09/26 by Jurre.deBaare Assert failed on GemetryCache for PS4 package #fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files #jira UE-36392 Change 3139704 on 2016/09/26 by Jurre.deBaare Fix for -1 begin frame #fix do the max as an signed int, to make sure we don't wrap around Change 3139748 on 2016/09/26 by Benn.Gallagher PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri) Moved the definition of the boundary to a FPhysScene class static Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary #jira UE-35736 Change 3139903 on 2016/09/26 by Benn.Gallagher Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values #jira UE-34366 Change 3140409 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger copy of CL# 3140399 Change 3140516 on 2016/09/26 by dan.reynolds AEOverview Map Update - Ambient Zone + Focus Test Change 3140526 on 2016/09/26 by Jon.Nabozny #rn Fixed CanJump inconsistencies with previous versions. Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how jump count and hold time were compared in CanJump. #jira UE-35524, UE-35582 Change 3140745 on 2016/09/26 by dan.reynolds AEOverview Test Map Update + Occlusion Test Change 3140839 on 2016/09/26 by dan.reynolds AEOverview - minor updates Change 3141101 on 2016/09/27 by Thomas.Sarkanen Preview scene worlds now render correctly Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index). In-game hidden flags now apply to GamePreview, but not EditorPreview worlds. Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose. Fixed up UT cases where this was being used. FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport). Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview. Fixed erroneous use of TEnumAsByte for non-uproperty WorldType. #jira UE-22883 - Using FPreviewScenes in-game for scene captures Change 3141106 on 2016/09/27 by Thomas.Sarkanen Column toggling improvements Column toggle menu now does not close when items are selected. This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection. Also allowed columns to be hidden by default for specific use cases (like the sequence browser). #jira UE-35818 - Anim asset browser column picker should stay up Change 3141131 on 2016/09/27 by Thomas.Sarkanen Fix CIS warnings Fallout from preview world changes Change 3141143 on 2016/09/27 by Jurre.deBaare Fix for CIS errors Change 3141235 on 2016/09/27 by Thomas.Sarkanen Fix offset of Persona floor mesh when auto-alignment is enabled When auto alignment was disabled, the offset wasnt getting taken into account. #jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled Change 3141327 on 2016/09/27 by Marc.Audy Ensure that the client side AttachChildren array remains accurate #jira UE-26025 Change 3141474 on 2016/09/27 by mason.seay Updating test map name and moving PlayerStart Change 3141501 on 2016/09/27 by Benn.Gallagher Loading time improvements for destructibles from Nvidia Updated to use new framework custom version instead of global object version Fixed usage of TArray to enable correct loading and saving of the cached data. #jira UE-29680 Change 3141889 on 2016/09/27 by Marc.Audy Fix DestructibleMesh when WITH_APEX is 0 #jira UE-36484 Change 3142034 on 2016/09/27 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971 Change 3142131 on 2016/09/27 by Ori.Cohen Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query. #JIRA UE-36381 Change 3142154 on 2016/09/27 by Ori.Cohen Fix build, ModuleCachedData instead of NxApexModuleCachedData Change 3142159 on 2016/09/27 by mason.seay Blueprint for testing Child Actor Templates Change 3142255 on 2016/09/27 by Jon.Nabozny Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument. #jira UE-35199, UE-35197, UE-35201 Change 3142717 on 2016/09/27 by dan.reynolds AEOverview Update + Sound Class Test Change 3142764 on 2016/09/27 by Marc.Audy Fix Ocean deprecation warnings Change 3142962 on 2016/09/28 by Thomas.Sarkanen Fixed bounds calculations for local camera animations Correctly calculated bounds as local to the initial transform in the track. Implemented suggested fixes from UDN user chhaddon (The Coalition). #jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true Change 3143007 on 2016/09/28 by Martin.Wilson Added virtual bones to USkeleton API Breaking change: -Added USkeleton pointer to RemoveBonesByName -FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead #jira UEFW-81 Change 3143040 on 2016/09/28 by James.Golding Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG Fix up game projects to compile in Shipping/Test after this change PR #2757: (Contributed by projectgheist) #jira UE-35488 Change 3143046 on 2016/09/28 by James.Golding Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file) Change 3143047 on 2016/09/28 by James.Golding PR #2731: Capsule primitive drawing fix (Contributed by kamrann) #jira UE-35142 Change 3143050 on 2016/09/28 by Martin.Wilson Update DDC key as some animation have stale data Change 3143088 on 2016/09/28 by Martin.Wilson CIS Fixes for Ocean after FReferenceSkeleton changes Change 3143090 on 2016/09/28 by Benn.Gallagher Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it. #jira UE-36482 Change 3143091 on 2016/09/28 by Thomas.Sarkanen Fix play/pause keyboard shortcut toggle in Persona based editors Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks). Added the ability for FEdModes to specify whether they can use a widget mode. Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now). #jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused Change 3143100 on 2016/09/28 by James.Golding UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown Change 3143107 on 2016/09/28 by Martin.Wilson Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us #jira UE-34431 Change 3143125 on 2016/09/28 by Jurre.deBaare PR #2749: Fix blend space triangulation (Contributed by tmiv) Change 3143225 on 2016/09/28 by Jurre.deBaare Mesh/material merging basic test files Change 3143235 on 2016/09/28 by Martin.Wilson Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section #jira UE-35929 Change 3143312 on 2016/09/28 by Marc.Audy Don't globally reregister components, globally recreate render state instead when force deleting assets Fixes crash force deleting a blueprint with a child actor component in it from the content browser Change 3143340 on 2016/09/28 by Mieszko.Zielinski Improved consistency of loudness usage in AISense_Hearing #UE4 Change 3143359 on 2016/09/28 by Marc.Audy Fix spelling error in comment Change 3143372 on 2016/09/28 by Jurre.deBaare HLOD meshes are causing degenerate triangles #fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers #jira UE-34336 Change 3143420 on 2016/09/28 by Mieszko.Zielinski Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4 Change 3143421 on 2016/09/28 by Martin.Wilson Allow reading on animation sequence length in blueprints #jira UE-34168 Change 3143455 on 2016/09/28 by James.Golding Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds. Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions Change 3143518 on 2016/09/28 by Jurre.deBaare Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material #fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material) #misc set texture sampling for HLOD proxy base material to clamp #jira UE-35221 Change 3143542 on 2016/09/28 by James.Golding Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if Fix comment Enable by default for FN Change 3143543 on 2016/09/28 by Benn.Gallagher Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton. Change 3143556 on 2016/09/28 by Aaron.McLeran UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE Change 3143566 on 2016/09/28 by Benn.Gallagher Readded early out alongside new ensure for catching bad preFilter shapes Change 3143568 on 2016/09/28 by Marc.Audy Fix deprecation warnings in UT Change 3143572 on 2016/09/28 by Jurre.deBaare More test content for mesh/material merging Change 3143581 on 2016/09/28 by Jurre.deBaare More content :D Change 3143585 on 2016/09/28 by Jurre.deBaare Geometry cache cleaning #misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump) #misc cleaning out unecessary code Change 3143594 on 2016/09/28 by Marc.Audy Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template #jira UE-36511 Change 3143658 on 2016/09/28 by Marc.Audy RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference #jira UE-36553 Change 3143776 on 2016/09/28 by Marc.Audy Properly reinstance child actor templates when using the fast reinstancing path #jira UE-36516 Change 3143896 on 2016/09/28 by Ori.Cohen Remove UPROPERTY on aggregate threshold which is always read from the physics settings. Change 3144022 on 2016/09/28 by Ben.Zeigler Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system Change 3144252 on 2016/09/28 by mason.seay More blueprints for child actor template testing Change 3144262 on 2016/09/28 by Mason.Seay Deleting assets Change 3144283 on 2016/09/28 by dan.reynolds AEOverview update + Sound Priority Test Change 3144411 on 2016/09/28 by dan.reynolds AEOverview end of day update and tweaks Change 3144679 on 2016/09/29 by Benn.Gallagher Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth. Change 3144856 on 2016/09/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview #jira UE-30384 Change 3144864 on 2016/09/29 by Thomas.Sarkanen Preview mesh fixes Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen). Skeleton preview meshes are now shown as empty if none is set (but a default is chosen). #jira UE-36582 - Cannot set preview mesh per-animation Change 3144865 on 2016/09/29 by Jurre.deBaare More test content Change 3144885 on 2016/09/29 by James.Golding UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor Change scale clamping in UpdateBodyScale to catch cases like (1,0,1) Change 3144903 on 2016/09/29 by Thomas.Sarkanen Deprecating StaticMesh in UStaticMeshComponent Added GetStaticMesh to access the value as read-only. SetStaticMesh is now called in all locations that used to call "StaticMesh =". Lots of fixups. #jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent Change 3145020 on 2016/09/29 by Thomas.Sarkanen Fix bounds calculations that include bones to respect LOD (and other requried bones) Sometimes bones would not be updated if we LOD switched, extending the bounds. #jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD Change 3145041 on 2016/09/29 by Jurre.deBaare Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results #fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh #misc ignore the source lightmap uv channels to reduce data #jira UE-36595 Change 3145219 on 2016/09/29 by Benn.Gallagher Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time. #jira UE-36552 Change 3145222 on 2016/09/29 by Jurre.deBaare Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash #fix on import set _all_ bone influence to 0 #jira UE-36602 Change 3145267 on 2016/09/29 by Ori.Cohen Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults. #JIRA UE-36483 Change 3145306 on 2016/09/29 by Jon.Nabozny Fixed PhAT so multiple constraints can be selected and edited properly at the same time. #JIRA: UE-31493 Change 3145342 on 2016/09/29 by Marc.Audy Do not update cull distance volumes whenever any property changes * Any movement or property change of a cull distance volume still does a global update * Any movement of a component belong to any other Actor updates only the components of that Actor * Any property change of a primitive component only updates that component #jira UE-36399 Change 3145958 on 2016/09/29 by Marc.Audy In game worlds don't auto activate components until the actor is ready to process them #jira UE-35189 Change 3146110 on 2016/09/29 by dan.reynolds AEOverview update + Soundwave Procedural Test Map Change 3146375 on 2016/09/30 by Benn.Gallagher Fixed crash saving newly created destructible mesh after material refactor. #jira UE-36619 Change 3146378 on 2016/09/30 by James.Golding UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before) Also add stat for FBodyInstance::LineTrace Change 3146379 on 2016/09/30 by James.Golding Add test assets for creating procmesh collision in non-editor builds Change 3146386 on 2016/09/30 by Thomas.Sarkanen Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance. This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used. #jira UE-36251 - Ensures showing uncompressed animations in anim blueprints Change 3146464 on 2016/09/30 by Thomas.Sarkanen Fix layered blend per bone odd/even connection counts alternately working/not working Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName. #jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs Change 3146652 on 2016/09/30 by Benn.Gallagher Fixed subinstance properties appearing in the caller's details panel as oddly named properties. #jira UE-34141 Change 3146673 on 2016/09/30 by Martin.Wilson Make RawAnimationData (and associated anim sequence data) private #jira ue-25869 Change 3146680 on 2016/09/30 by Benn.Gallagher Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node #jira UE-29847 Change 3146681 on 2016/09/30 by Benn.Gallagher Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node #jira UE-30885 Change 3146711 on 2016/09/30 by Jon.Nabozny Fix PhAT SnapConstraintToBone. #jira UE-31491 Change 3146717 on 2016/09/30 by Danny.Bouimad Adding Jurres really useful merge actor test assets to somewhere QA can get em. Change 3146738 on 2016/09/30 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #tests Editor tests with mambo pose asset #jira UE-36189 Change 3146750 on 2016/09/30 by Jurre.deBaare Material baking issue #misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture) #misc Replaced incorrect masks with _way_ better approach thanks to Martin Change 3146755 on 2016/09/30 by Jurre.deBaare Need better progress bar for HLOD #fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback #jira UE-34334 Change 3147085 on 2016/09/30 by Marc.Audy PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay) #jira UE-36632 Change 3147224 on 2016/09/30 by Martin.Wilson CIS Fix Change 3147280 on 2016/09/30 by Marc.Audy Mouse smoothing should use application frame rate, not the dilated game frame rate #jira UE-31040 Change 3147446 on 2016/09/30 by Aaron.McLeran UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly Change 3147693 on 2016/09/30 by Ben.Zeigler #jira UE-36657 If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location Change 3147697 on 2016/09/30 by Jon.Nabozny Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX #jira UE-30486 Change 3147761 on 2016/09/30 by Jon.Nabozny Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage. Change 3148533 on 2016/10/03 by Thomas.Sarkanen Fix new deprecation warnings introduced by the pull from main Change 3148567 on 2016/10/03 by Marc.Audy Fix crash when exiting PIE while a panoramic screenshot is being taken Make stereo panorama tick with the world it is operating on #jira UE-36492 Change 3148571 on 2016/10/03 by Marc.Audy Allow modification of components that are EditAnywhere but don't exist in the CDO #jira UE-36694 Change 3148607 on 2016/10/03 by Martin.Wilson Properly end notify states when we clear the anim instance on a skeletal mesh. #jira UE-32488 Change 3148711 on 2016/10/03 by Martin.Wilson Fix type in virtual bone tooltip #jira UE-36703 Change 3148746 on 2016/10/03 by Benn.Gallagher Fixed a few cases where post process and sub instance anim calls weren't being made correctly. #jira UE-36529 Change 3148807 on 2016/10/03 by Martin.Wilson Fix mismatch skeleton error when undoing virtual bone changes #jira UE-36705 Change 3148812 on 2016/10/03 by Martin.Wilson Add undo support to removing virtual bones #jira UE-36706 Change 3148975 on 2016/10/03 by Jurre.deBaare Issue with combining meshes both with/without normal maps #fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect) #misc fixed issue in function to set texture rectangle to a single colour #misc spotted comparison error Change 3148976 on 2016/10/03 by Ori.Cohen Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs #JIRA UE-36639 Change 3148991 on 2016/10/03 by Jurre.deBaare Changing LOD materials on Merged Actors Crashes Editor #fix take into account LOD that is using the material when remapping (removing duplicate) materials #jira UE-35883 Change 3148997 on 2016/10/03 by Jurre.deBaare Make sure we remove matrix samples that fall outside of the import range and remap those that are in range Change 3149002 on 2016/10/03 by Jurre.deBaare Issues with importing Alembic caches using matrix transformations #fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from Change 3149030 on 2016/10/03 by Martin.Wilson Dont show save warning on animations when we have curve data #jira UE-34145 Change 3149115 on 2016/10/03 by Mieszko.Zielinski Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4 #jira UE-35153 Change 3149186 on 2016/10/03 by Ben.Zeigler #UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it. This code is weird but this solution is better than the old version and handles inconsistent results Change 3149235 on 2016/10/03 by Martin.Wilson Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself. #jira UE-20005 Change 3149245 on 2016/10/03 by Marc.Audy Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates. Change 3149397 on 2016/10/03 by Ori.Cohen Fix collision profile writing out response values to channels that don't exist. #JIRA UE-36359 Change 3149679 on 2016/10/03 by Zak.Middleton #ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category. Change 3149929 on 2016/10/04 by Jurre.deBaare Fix for CIS errors #fix Mac didn't like undefined struct Change 3149977 on 2016/10/04 by danny.bouimad Massive update to Merge Actor test files Change 3150014 on 2016/10/04 by James.Golding UE-36686 Fix crash when slicing and not creating other section Change 3150016 on 2016/10/04 by James.Golding UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging Change 3150019 on 2016/10/04 by James.Golding UE-36737 Fix LineTraceComponent not returning face index Change 3150020 on 2016/10/04 by James.Golding UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module Change 3150027 on 2016/10/04 by Ben.Marsh Add PhysX build option into Dev-Framework. Change 3150042 on 2016/10/04 by Benn.Gallagher Fixed clothing example 1.3 collision glitches Change 3150172 on 2016/10/04 by Benn.Gallagher Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them. #jira UE-36589 Change 3150319 on 2016/10/04 by Ori.Cohen Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future. #JIRA UE-36535, UE-36504 Change 3150355 on 2016/10/04 by Zak.Middleton #ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast. Change 3150370 on 2016/10/04 by Ori.Cohen Fix deferred actors not getting flushed. Change 3150386 on 2016/10/04 by Martin.Wilson Fix additive animation check failing in cooked builds when using virtual bones #jira UE-36743 Change 3150424 on 2016/10/04 by Ori.Cohen Exclude kinematic actors from active transforms generation. Change 3150613 on 2016/10/04 by Zak.Middleton #ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject. (Mirror CL 3138304 in Orion-DevGeneral) #jira UE-36810 #tests compiled Change 3150679 on 2016/10/04 by Ben.Zeigler Crash fix with no async scene Change 3150765 on 2016/10/04 by Ben.Zeigler Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing Change 3150796 on 2016/10/04 by Marc.Audy Fix LOCTEXT warnings related to blueprint class menu options Change 3150806 on 2016/10/04 by Ben.Zeigler Fix bad text format in import error message, lead to double error Change 3150891 on 2016/10/04 by Ben.Zeigler #jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global Change 3150914 on 2016/10/04 by Marc.Audy Don't try to recreate render state if it has already been recreated while the recreate context was active #jira UE-36590 Change 3151195 on 2016/10/04 by Dan.Reynolds Updates to QASoundWaveProcedural QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing. Change 3151233 on 2016/10/04 by Ben.Zeigler #jira UE-36836 Fix variable shadowing warnings Change 3151328 on 2016/10/04 by dan.reynolds AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP Change 3151461 on 2016/10/05 by Thomas.Sarkanen Fix localization warnings #jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings Change 3151546 on 2016/10/05 by Martin.Wilson Fix pose watch regression due to persona refactor changes. #jira UE-36851 Change 3151587 on 2016/10/05 by Jurre.deBaare Updating Simplygon to SDK version 8.0 #misc removed redundant files #misc fixed landscape culling in merge actor path #misc added support for volume culling using simplygon #misc fixed when or not to use mesh data for material baking #notes Change: 3137650 Date: 23/09/2016 07:57 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: -Renamed commandline variables for ZipUtils AutomationScript -Implemented Execute instead of ExecuteBuild -Updated commandline arguments in SimplygonSwarm JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2 Change: 3137649 Date: 23/09/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Moved file hash computation to ImportObject JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4 Change: 3137646 Date: 23/09/2016 07:55 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Fixes CL3099204 EditorPerProjectUserSetting Removed ConfigRestartRequired attribute from properties where it was not required MeshUtilities -Added FProxyFailedDelegate -Extended IMeshMerging to include FProxyFailed delegate -Added ProxyGenerationFailed method to FProxyGenerationProcessor class -Setup FailedDelegate for both MeshMerging and DistributedMeshMerging SimplygonMeshReduction -Added check for invalid texture id -Updated notes and removed commented code that is not required. -Setup failed delegate -Fixed issue where image data was never hooked into the texture. -Fixed issue where texture table was never passed into casters SimplygonSwarm -Setup failed delegate -Fixed RawMesh pointer usage. -Move helper method into SimplygonSwarmHelpers.h. -Added SimplygonSwarmHelpers -Removed redundant constant path to 7-zip -Removed GetSimplygonDirectory instead using inplace. -Removed commented code that is currently not required. -Fixed Typos JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3 Change: 3099204 Date: 24/08/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Simplygon 8.0 Updates Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0 EditorPerProjectSettings *SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB *SwarmNumOfConcurrentJobs for executing number of concurrent jobs *Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK) SPL, SimplygonSwarm, RESTClient *Bumped up SPL Version to 8 *Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374 *Removed SPL Templates for version 7.0 *Added conditional logging to REST methods *Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid. *Updated method to take in texturepath SimplygonMeshReduction *Removed minimum version requirement. *Bumped up minimum version *Chagned license file name to refelect 8.0 changes *MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2 Change: 3099200 Date: 24/08/2016 07:48 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: #fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2 Change: 3099199 Date: 24/08/2016 07:47 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm. This will remove any dependency on external zip program and should work across platforms JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1 Change: 3099197 Date: 24/08/2016 07:40 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: *Speed improvements for FBX Scene Importer *Added a static method to compute Hash. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2 Change 3151664 on 2016/10/05 by Richard.Hinckley Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member. Change 3151729 on 2016/10/05 by Thomas.Sarkanen Audit of remaining NaN checks Some checks remain on in shipping (generally those called from blueprint): - AActor::TeleportTo - AActor::SetActorRelativeScale3D #jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test Change 3151742 on 2016/10/05 by Ori.Cohen Make sure that if physical animation component doesn't find a body and bone it doesn't crash. #JIRA UE-36839 Change 3151756 on 2016/10/05 by Jurre.deBaare Fixing d3dcompiler_47.dll missing issue #fix added runtime dependency and dll name to build.cs file #fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL Change 3151761 on 2016/10/05 by Thomas.Sarkanen Fix deprecation warning from last integration Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd. #jira UE-36858 - Compile UE4Editor* completed with 1 warning Change 3151782 on 2016/10/05 by Jurre.deBaare Simplygon patch up #misc linker errors popping up from JSONCPP #misc incorporated emissive material property fix from other shelve #misc static analysis fix Change 3151804 on 2016/10/05 by Marc.Audy Clear need end of frame update when unregistering a component Change 3151928 on 2016/10/05 by Ori.Cohen Fix runtime DLLs not including all delay loaded physx dll files. #JIRA UE-36816 Change 3151977 on 2016/10/05 by Martin.Wilson Notifies can no longer occupy the same time on the same track. #jira UE-30658 Change 3151989 on 2016/10/05 by Jon.Nabozny Fix ArchVis character rotation pitch when looking up/down. #jira UE-35706 Change 3152083 on 2016/10/05 by Marc.Audy Ensure that pending kill components get their marked for end of frame state cleared. Change 3152086 on 2016/10/05 by Ben.Zeigler #jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid Change 3152093 on 2016/10/05 by Marc.Audy Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load). #jira UE-36146 #jira UE-24647 Change 3152100 on 2016/10/05 by Ben.Zeigler Remove pragma optmize Change 3152112 on 2016/10/05 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072 Change 3152134 on 2016/10/05 by Jurre.deBaare Simplygon/Merge actor issues #fix for emissive output on meshes that do not have emissive properties #fix for texture binning, not removing invalid split area causing overlapped textures Change 3152136 on 2016/10/05 by James.Golding UE-36859 Fix tooltip saying you can click to stop recording Change 3152169 on 2016/10/05 by James.Golding UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh Change 3152202 on 2016/10/05 by Jurre.deBaare Mac/Linux fix Change 3152303 on 2016/10/05 by Marc.Audy Fix deprecation warning post merge from main Change 3152320 on 2016/10/05 by Martin.Wilson Fix root motion from everything calculating incorrect root motion when animations haven't been ticking #jira UE-35364 Change 3152354 on 2016/10/05 by James.Golding PoseDriver should pass through if no poses activated Change 3152357 on 2016/10/05 by James.Golding UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim. Change 3152556 on 2016/10/05 by Marc.Audy Remove autos Change 3152560 on 2016/10/05 by Marc.Audy Don't allow child actor references to be dragged from the outliner to a level script #jira UE-16700 Change 3152568 on 2016/10/05 by Marc.Audy Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters Remove deprecated bNoCollisionFail #jira UE-35928 Change 3152575 on 2016/10/05 by Marc.Audy Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move Change 3153101 on 2016/10/06 by Thomas.Sarkanen Fix crash re-opening the viewport in Persona-based editors #jira UE-36775 - Editor crashes when re-opening viewport in Persona Change 3153139 on 2016/10/06 by James.Golding UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported Change 3153160 on 2016/10/06 by Thomas.Sarkanen Fix for crash when deleting additive layer track Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr). #jira UE-36740 - Crash when removing or disabling an additive layer track in Persona Change 3153175 on 2016/10/06 by Benn.Gallagher Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed. #jira UE-36900 Change 3153223 on 2016/10/06 by Thomas.Sarkanen Fixed crash when opening an asset from the blend space editor Code was still trying to open 'old' Persona when it was disabled. Also fix other call sites where this was being done outside of asset type actions. #jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona Change 3153324 on 2016/10/06 by Thomas.Sarkanen Prevented invalid GUIDs from being saved into smart name containers AddOrFindName now checks to see if existing GUIDs are valid before using them. AddName now requires a valid GUID to be passed in. Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved. Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068). #jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset Change 3153348 on 2016/10/06 by Martin.Wilson Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor) #jira UE-36751 Change 3153426 on 2016/10/06 by Mieszko.Zielinski Added missing elements of block comments support in BT editor #UE4 Change 3153454 on 2016/10/06 by Benn.Gallagher Fixed crash using anim debug with subinstances that are preceded by branching nodes. #jira UE-36935 [CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
FloorPos.Z += Bottom.Z;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
}
GetAnimPreviewScene()->SetFloorLocation(FloorPos);
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
void FAnimationViewportClient::FocusViewportOnSphere( FSphere& Sphere, bool bInstant /*= true*/ )
{
FBox Box( Sphere.Center - FVector(Sphere.W, 0.0f, 0.0f), Sphere.Center + FVector(Sphere.W, 0.0f, 0.0f) );
FocusViewportOnBox( Box, bInstant );
Invalidate();
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
void FAnimationViewportClient::FocusViewportOnPreviewMesh(bool bUseCustomCamera)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
FIntPoint ViewportSize(FIntPoint::ZeroValue);
if (Viewport != nullptr)
{
ViewportSize = Viewport->GetSizeXY();
}
if(!(ViewportSize.SizeSquared() > 0))
{
// We cannot focus fully right now as the viewport does not know its size
// and we must have the aspect to correctly focus on the component,
bFocusOnDraw = true;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
bFocusUsingCustomCamera = bUseCustomCamera;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
}
else
{
// dont auto-focus if there is nothing to focus on
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
USkeletalMesh* SkelMesh = GetAnimPreviewScene()->GetPreviewMeshComponent()->SkeletalMesh;
if (SkelMesh)
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
if (bUseCustomCamera && SkelMesh->bHasCustomDefaultEditorCamera)
{
FViewportCameraTransform& ViewTransform = GetViewTransform();
ViewTransform.SetLocation(SkelMesh->DefaultEditorCameraLocation);
ViewTransform.SetRotation(SkelMesh->DefaultEditorCameraRotation);
ViewTransform.SetLookAt(SkelMesh->DefaultEditorCameraLookAt);
ViewTransform.SetOrthoZoom(SkelMesh->DefaultEditorCameraOrthoZoom);
Invalidate();
}
else
{
FSphere Sphere = GetCameraTarget();
FocusViewportOnSphere(Sphere);
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
}
}
}
float FAnimationViewportClient::GetFloorOffset() const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
USkeletalMesh* Mesh = GetPreviewScene()->GetPreviewMeshComponent()->SkeletalMesh;
if ( Mesh )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
return Mesh->FloorOffset;
}
return 0.0f;
}
void FAnimationViewportClient::SetFloorOffset( float NewValue )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
USkeletalMesh* Mesh = GetPreviewScene()->GetPreviewMeshComponent()->SkeletalMesh;
if ( Mesh )
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
// This value is saved in a UPROPERTY for the mesh, so changes are transactional
FScopedTransaction Transaction( LOCTEXT( "SetFloorOffset", "Set Floor Offset" ) );
Mesh->Modify();
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
Mesh->FloorOffset = NewValue;
UpdateCameraSetup(); // This does the actual moving of the floor mesh
Invalidate();
}
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
void FAnimationViewportClient::ToggleCPUSkinning()
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if (PreviewMeshComponent != nullptr)
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
PreviewMeshComponent->bCPUSkinning = !PreviewMeshComponent->bCPUSkinning;
PreviewMeshComponent->MarkRenderStateDirty();
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
Invalidate();
}
}
bool FAnimationViewportClient::IsSetCPUSkinningChecked() const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if (PreviewMeshComponent != nullptr)
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
return PreviewMeshComponent->bCPUSkinning;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2899855 on 2016/03/08 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785 Change 2926689 on 2016/03/29 by Jeff.Farris AAIController::SetFocus() will now implicitly clear any location focus at the same priority. UE-27975 #rb john.abercrombie Change 2926690 on 2016/03/29 by Jeff.Farris Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106) Change 2926691 on 2016/03/29 by mason.seay Content for testing collision on scaled components Change 2926692 on 2016/03/29 by Jeff.Farris - FixupDeltaSeconds now considers time dilation when clamping. - Acceptable range for time dilation values is now a config parameter on WorldSettings - Acceptable range for undilated frame times is now a config parameter on WorldSettings (UE-27815) #rb marc.audy Change 2926711 on 2016/03/29 by Ori.Cohen Fix constraint rendering when scaling a cosntraint actor #JIRA UE-28691, UE-28700 #rb Lina.Halper Change 2926745 on 2016/03/29 by Lukasz.Furman navigation filters can now be instantiated per querier - usually AI agent required for FORT-21372 Change 2926789 on 2016/03/29 by Ori.Cohen Downgrade check to ensure for 2d physics during a hard shutdown #rb Michael.Noland Change 2926859 on 2016/03/29 by Ori.Cohen Fix red herring warnings of not locking physx scenes during hard shutdown. #JIRA UE-28747 #rb Michael.Noland Change 2927444 on 2016/03/30 by Thomas.Sarkanen Fixed Blueprint compiler errors when resetting timer handles Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint. Corrected a left-over formatting oversight when converting a FTimerHandle to a string. Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version. #rb Maciej.Mroz (and a few others!) #jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite Change 2927520 on 2016/03/30 by Jurre.deBaare Should not allow skeletal mesh components mobility to be set to static, but detach instead #fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component #jira UE-26364 Change 2927533 on 2016/03/30 by Jurre.deBaare Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials #fix Material index remapping was part of if-clause where it shouldn't be #jira UE-23827 Static Mesh Merge tool, failed to combine physics data if using complex #fix Required copying the SectionInfoMap from source static meshes HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes #fix had to re-order function calls #jira UE-28316 #rb James.Golding Change 2927535 on 2016/03/30 by Ori.Cohen Make sub-stepping run on game thread #JIRA UE-24011 #rb Gil.Gribb Change 2927537 on 2016/03/30 by Jurre.deBaare Warning message when HLOD mesh > 65536 vertices #jira UE-22365 #fix added messages when building proxy mesh Change 2927691 on 2016/03/30 by Jeff.Farris Fixed potential PlayerState leak (UE-22700) Change 2927692 on 2016/03/30 by Lina.Halper Allow it to select any name they want other than just restrict to what we have. - I think it may not be the best solution but with current widget built, you can't even clear name, which is problem. - Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there. - I think we should just allow them to choose if they don't like it but with suggestions. #rb: Ori.Cohen #jira UE-27786 #code review: Benn.Gallagher Change 2927853 on 2016/03/30 by Lina.Halper [CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
}
return false;
}
void FAnimationViewportClient::ToggleShowNormals()
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if(PreviewMeshComponent != nullptr)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
PreviewMeshComponent->bDrawNormals = !PreviewMeshComponent->bDrawNormals;
PreviewMeshComponent->MarkRenderStateDirty();
Invalidate();
}
}
bool FAnimationViewportClient::IsSetShowNormalsChecked() const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if (PreviewMeshComponent != nullptr)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
return PreviewMeshComponent->bDrawNormals;
}
return false;
}
void FAnimationViewportClient::ToggleShowTangents()
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if(PreviewMeshComponent != nullptr)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
PreviewMeshComponent->bDrawTangents = !PreviewMeshComponent->bDrawTangents;
PreviewMeshComponent->MarkRenderStateDirty();
Invalidate();
}
}
bool FAnimationViewportClient::IsSetShowTangentsChecked() const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if (PreviewMeshComponent != nullptr)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
return PreviewMeshComponent->bDrawTangents;
}
return false;
}
void FAnimationViewportClient::ToggleShowBinormals()
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if(PreviewMeshComponent != nullptr)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
PreviewMeshComponent->bDrawBinormals = !PreviewMeshComponent->bDrawBinormals;
PreviewMeshComponent->MarkRenderStateDirty();
Invalidate();
}
}
bool FAnimationViewportClient::IsSetShowBinormalsChecked() const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
UDebugSkelMeshComponent* PreviewMeshComponent = GetAnimPreviewScene()->GetPreviewMeshComponent();
if (PreviewMeshComponent != nullptr)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
return PreviewMeshComponent->bDrawBinormals;
}
return false;
}
void FAnimationViewportClient::ToggleDrawUVOverlay()
{
bDrawUVs = !bDrawUVs;
Invalidate();
}
bool FAnimationViewportClient::IsSetDrawUVOverlayChecked() const
{
return bDrawUVs;
}
void FAnimationViewportClient::OnSetShowMeshStats(int32 ShowMode)
{
ConfigOption->SetShowMeshStats(ShowMode);
}
bool FAnimationViewportClient::IsShowingMeshStats() const
{
const bool bShouldBeEnabled = ConfigOption->ShowMeshStats != EDisplayInfoMode::None;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
return bShouldBeEnabled && bShowMeshStats;
}
Copying //UE4/Dev-Framework to //UE4/Main @ 2775446 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2720537 on 2015/10/07 by Aaron.McLeran Audio Optimization: Implementing an audio update delta time so audio isn't updated with every engine tick Change 2746582 on 2015/10/29 by Aaron.McLeran Implementing single ray-cast sound occlusion - Fixing/Implementing sound occlusion using one ray cast - Update rate of the ray cast is conifgurable by the user - User can enabled/disable occlusion and set various properties of the occlusion at the audio component level - Occlusion ray-casts are made at a slower rate than the audio engine is updated - The following properties are supported: * LowPassFilterFrequency (the LPF cutoff frequency of the per-voice filter to apply if a sound is occluded) * OcclusionVolumeAttenuation (the volume attenuation to apply to sounds that are occluded) * OcclusionInterpolationTime (how fast a sound moves from occluded to unoccluded... allows user-defined interpolation times, avoids fast parameter setting for smoother transitions) - Fixed how low-pass filter frequency is applied on platforms that support it. * Changed the older HighFrequencyGain parameter to a more understandable and correct LowPassFilterFrequency parameter * Updated the parameter for the various other features that use per-voice LPF (e.g. audio volumes, distance-based filtering) * Added backward-compatibility code to take old HighFrequencyGain params to new LowPassFilterFrequency params. * At the lowest level, there is only one filter which is applied to a sound, but the parameter that has the lowest cutoff frequency is the one used * Fixed how the parameter is applied at the lower-level in XAudio2 and CoreAudio. The old parameter was incorrectly applied. * XAudio2 documentation on the low-pass-fitler frequency cutoff param is confirmed incorrect through testing. #rb zak.middleton Change 2765174 on 2015/11/12 by Aaron.McLeran UE-23091 More fixage for NaN audio log spam Last checkin for this (CL 2760896) was fixing a legit issue but there was still an issue that I was rarely catching during the FN gate encounter in AITestbed after about 5 min of gate defense. To track down, I added a lot more logging and asserts on NaN numbers in the audio code, enabled ENABLE_NAN_DIAGNOSTIC in UnrealMathUtility.h. - Was able to trace another cause of the NaNs in audio to 2 uninitialized variables in SoundAttenuationSettings struct: OmniRadius and StereoSpread. - Zak M suggested the change of the const ref position vector in ListenerPosition and the usage of GetSafeNormal() in Audio.cpp since the value returned by GetLocation() is a temporary and Normalize() is unsafe. - I removed the flag for the XAudio2 call to compute doppler since we don't use that value and it could've been as source of more NaNs in X3DAudioCalculate #codereview Zak.Middleton #rb Zak.Middleton Change 2765467 on 2015/11/13 by James.Golding - Allow -ms option to work with 'stat dumphitches' for controlling min time logged #rb gil.gribb Change 2765746 on 2015/11/13 by Benn.Gallagher Added buckets for update rate shift tags (for staggering anim updates) #jira UE-23213 #rb Bruce.Nesbit Change 2765747 on 2015/11/13 by Benn.Gallagher Fixes for bone length calculation in anim dynamics chains. #rb Bruce.Nesbit Change 2765749 on 2015/11/13 by Benn.Gallagher Removed allocations from local CS blends for skeletal controls. #rb Bruce.Nesbit Change 2765752 on 2015/11/13 by Benn.Gallagher Lod mapping support for URO customization #jira UE-23211 #rb Bruce.Nesbit Change 2765965 on 2015/11/13 by Marc.Audy Remove outdated code in LoadMap previously used for matching up downloaded packages from servers. These code paths no longer operate, but in the case where a PIE client was connecting to a non-PIE server (not really supported, but possible), it would cause the Editor Level package to be flagged as as PIE package and cause a crash on exit of PIE #jira UE-21181 #rb Josh.Markiewicz Change 2766071 on 2015/11/13 by Mieszko.Zielinski Fixed dumb mistake in AEQSTestingPawn::PostLoad #UE4 the 'bTickDuringGame == bTickDuringGame' thing #rb John.Abercrombie Change 2766086 on 2015/11/13 by Mieszko.Zielinski Exposing NavModifierComponent to ENGINE_API #UE4 #codereview Lukasz.Furman Change 2766345 on 2015/11/13 by Mieszko.Zielinski No longer compiling AISystem's creation out from client builds #UE4 Instead AISystem's instantiation on clients is configurable via UAISystemBase::bInstantiateAISystemOnClient config variable Change 2766346 on 2015/11/13 by Mieszko.Zielinski Improvements to EQS test scoring function preview #UE4 #rb Lukasz.Furman Change 2766528 on 2015/11/13 by Stan.Melax multiple materials/chunks on a single cloth sim mesh This supposedly used to work in 4.7 but broke for 4.8 It looks like previous change 2493547 may have introduced the condition statement that makes multiple materials not include all of there verts. Changing this to instead check for the bounds on the skinningmap instead of the NumRealSimVerts which doesn't look like it takes the offset into consideration. jira: #UE-23300 https://jira.ol.epicgames.net/browse/UE-23300 https://answers.unrealengine.com/questions/287833/apex-not-working-on-multiple-materials-since-48.html Double tested code change with test asset from https://jira.ol.epicgames.net/browse/UE-10674 #rb Benn.Gallagher Change 2766546 on 2015/11/13 by Marc.Audy Throw warning for orphaned looping sounds caused by a looping sound node Don't do somewhat expensive (due to weak pointer) orphaned sound checks in test or shipping #rb Aaron.McLeran Change 2766917 on 2015/11/14 by Jurre.deBaare Fix UE4-23349 Simplygon doens't support sub 64 pixel textures Change 2767742 on 2015/11/16 by Marc.Audy Restructure SignificanceManager to store significance manager references in a FGCObject Module class instead of using a singleton. Improve performance by eliminating StaticFindObjectFast calls in ::Get and force inlining Get calls #rb Zak.Middleton, Rob.Manuszewski Change 2767827 on 2015/11/16 by Zak.Middleton #ue4 - Perf: avoid SmoothClientPosition() calls once the target mesh offset has been reached. - New flag bNetworkSmoothingComplete indicates whether smoothing has reached the destination. This is set to false when a new network position is received. - Also fixes trying to smooth rotation towards identity rotation before receiving network updates. - Deprecated FNetworkPredictionData_Client_Character::CurrentSmoothTime in favor of saving last update time, to prevent needing to update time every tick (since we skip updates now). #rb Dan.Youhon Change 2768070 on 2015/11/16 by Marc.Audy Change StaticDuplicateObject and DuplicateObject to take FName instead of char* (existing usages can automatically convert to FName so no backwards compatibility issues) Fixup usages to avoid unnecessary string -> char* -> name conversions Change AActor::CreateComponentFromTemplate to take an FName instead of FString, deprecated FString version #rb Gil.Gribb Change 2768121 on 2015/11/16 by Marc.Audy Forceinline GetFName Change 2768161 on 2015/11/16 by Aaron.McLeran Checking occlusion back in - Bug was due to improper interpolation of LPFFrequency values in audio volumes. Change 2769428 on 2015/11/17 by Thomas.Sarkanen Fixed backwards-compatibility issues with FExposedValueCopyRecord Added PostSerialize function to patch up older data to the new format (copies properties->property FNames). Made sure to zero FExposedValueCopyRecord in its constructor, prevents uninitialized variable issues when generating CRCs. This is necessary despite these members being UPROPERTYs because they are simply built on the stack then stuffed into the new CDO during compilation. UE-23268 - EDITOR CRASH: Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) #rb James.Golding #codereview Mike.Beach,Bob.Tellez Change 2769488 on 2015/11/17 by Benn.Gallagher DrawCanvas and debug string support for skeletal controls - accessed using "Skeletal Controls" option in Show->Display Info in Persona #rb Martin.Wilson Change 2769545 on 2015/11/17 by Benn.Gallagher Added space conversion options to copy bone node. #jira OR-9430 #rb Martin.Wilson Change 2770228 on 2015/11/17 by Marc.Audy Fix cause of assert firing when detaching if AttachTo(AttachParent) returns false #rb Ori.Cohen #jira UE-23366 Change 2770489 on 2015/11/17 by Marc.Audy Make ::Serialize WITH_EDITORONLY_DATA since it did nothing otherwise Change 2770761 on 2015/11/17 by Aaron.McLeran Removing optimization disablement - Forgot to remove these lines before checking in/testing. Change 2771375 on 2015/11/18 by Thomas.Sarkanen Added initialzation of internal state machine desc ptrs to (finally) remove random crashes when using sub-state machines #rb Benn.Gallagher Change 2771697 on 2015/11/18 by Jeff.Farris Sensible defaults for APlayerController::ClientPlayCameraAnim and ClientPlayCameraShake #rb marc.audy Change 2771755 on 2015/11/18 by Marc.Audy Put back in the recursion block for destroy actor #rb James.Golding Change 2772217 on 2015/11/18 by Marc.Audy Update axis inversion to work the same way as sensitivity instead of old problematic way Also change to use Reset instead of Empty(Array.Num()) #rb Jeff.Farris Change 2772686 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization coordinate bug. Don't need to convert to xaudio2 coordinates for HRTF spatialization #rb chad.taylor Change 2772766 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization with xaudio2 voice pools - Issue was caused by 2 issues: - effect chains weren't properly clearing their state between uses (SetEffectChain(nullptr) releases the effect for use with other voices) - Not re-setting MaxEffectChainChannels = 0 in CreateSource() was causing re-used SoundSources to release their XAudio2 voices to the wrong pool. #rb chad.taylor Change 2773027 on 2015/11/19 by Thomas.Sarkanen PR #1765: Git Plugin can find the git.exe binary installed on the Local AppData user directory (Contributed by SRombauts) #rb Thomas.Sarkanen Change 2773142 on 2015/11/19 by Benn.Gallagher Optimized SafeSetCSBoneTransforms, no longer doing 2 iterations over the whole pose. - Only iterating beyond the index of the first bone transform, cutting off all bones before - No longer using a bone mask the size of the skeleton, just an array of interesting nodes - No longer attempting to convert a transform if it isn't necessary (which was happening a lot) #rb Laurent.Delayen Change 2773212 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Removing ugly comment. Not going to remove the node itself for backward compatibility. Change 2773351 on 2015/11/19 by Zak.Middleton #orion - Make sure we don't skip a final visual update when character mesh interpolation tries to stop smoothing once it reaches its destination. We keep setting bNetworkSmoothingComplete to false until the first visual update, at which point if it remains true we will stop getting updates. #rb Dan.Youhon Change 2773599 on 2015/11/19 by Marc.Audy Fix shadow variable, initialization order, and incorrect placement of ENGINE_API that fails compiles on clang #codereview Aaron.McLeran Change 2773661 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Following up by deprecating the CastToPlayerController function for 4.11. Change 2774707 on 2015/11/19 by Stan.Melax FCollisionQueryParams constructor API pitfall Deprecating something that will call the unintended constructor if the programmer provides a string literal instead of explicitly creating an FName. So this line of code: FCollisionQueryParams Param(FName(TEXT("DragDropTrace"))); will invoke: FCollisionQueryParams::FCollisionQueryParams(FName,bool=false,...) But this line of code: FCollisionQueryParams Param(TEXT("DragDropTrace")); invokes: FCollisionQueryParams::FCollisionQueryParams(bool) Yes that actually happens, the string literal (the TEXT("whatever")) ends up specifies a bool parameter instead of a FName parameter. So the name is lost and a flag (that is usually set to false) is now set to true (since the string literal address is non-NULL). Yeah, that's could potentially be not what the programmer had intended. It looks like this interface was introduced in CL 1792949 back in august 2013. Since its been a couple of years, we'll phase it out using the deprecation approach. Making an API change would break things for existing projects. If it had been a more recent change we could have probably just gone down to a single constructor right away. Figured out that going one step further and removing bool param's default and adding a default constructor would minimize the number of places that will be hit with this deprecation. So, yes this is *increasing* the number of construtors temporarily, but this solution has minimal impact on the community. Later after other to-be-deprecated constructor gets removed, the two remaining can be combined into one with defaults for all parameters. see also https://udn.unrealengine.com/questions/269512/dangerous-fcollisionqueryparams-overloads.html #codereview ori.cohen [CL 2775460 by Marc Audy in Main branch]
2015-11-20 11:02:37 -05:00
bool FAnimationViewportClient::IsShowingSelectedNodeStats() const
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
return ConfigOption->ShowMeshStats == EDisplayInfoMode::SkeletalControls;
Copying //UE4/Dev-Framework to //UE4/Main @ 2775446 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2720537 on 2015/10/07 by Aaron.McLeran Audio Optimization: Implementing an audio update delta time so audio isn't updated with every engine tick Change 2746582 on 2015/10/29 by Aaron.McLeran Implementing single ray-cast sound occlusion - Fixing/Implementing sound occlusion using one ray cast - Update rate of the ray cast is conifgurable by the user - User can enabled/disable occlusion and set various properties of the occlusion at the audio component level - Occlusion ray-casts are made at a slower rate than the audio engine is updated - The following properties are supported: * LowPassFilterFrequency (the LPF cutoff frequency of the per-voice filter to apply if a sound is occluded) * OcclusionVolumeAttenuation (the volume attenuation to apply to sounds that are occluded) * OcclusionInterpolationTime (how fast a sound moves from occluded to unoccluded... allows user-defined interpolation times, avoids fast parameter setting for smoother transitions) - Fixed how low-pass filter frequency is applied on platforms that support it. * Changed the older HighFrequencyGain parameter to a more understandable and correct LowPassFilterFrequency parameter * Updated the parameter for the various other features that use per-voice LPF (e.g. audio volumes, distance-based filtering) * Added backward-compatibility code to take old HighFrequencyGain params to new LowPassFilterFrequency params. * At the lowest level, there is only one filter which is applied to a sound, but the parameter that has the lowest cutoff frequency is the one used * Fixed how the parameter is applied at the lower-level in XAudio2 and CoreAudio. The old parameter was incorrectly applied. * XAudio2 documentation on the low-pass-fitler frequency cutoff param is confirmed incorrect through testing. #rb zak.middleton Change 2765174 on 2015/11/12 by Aaron.McLeran UE-23091 More fixage for NaN audio log spam Last checkin for this (CL 2760896) was fixing a legit issue but there was still an issue that I was rarely catching during the FN gate encounter in AITestbed after about 5 min of gate defense. To track down, I added a lot more logging and asserts on NaN numbers in the audio code, enabled ENABLE_NAN_DIAGNOSTIC in UnrealMathUtility.h. - Was able to trace another cause of the NaNs in audio to 2 uninitialized variables in SoundAttenuationSettings struct: OmniRadius and StereoSpread. - Zak M suggested the change of the const ref position vector in ListenerPosition and the usage of GetSafeNormal() in Audio.cpp since the value returned by GetLocation() is a temporary and Normalize() is unsafe. - I removed the flag for the XAudio2 call to compute doppler since we don't use that value and it could've been as source of more NaNs in X3DAudioCalculate #codereview Zak.Middleton #rb Zak.Middleton Change 2765467 on 2015/11/13 by James.Golding - Allow -ms option to work with 'stat dumphitches' for controlling min time logged #rb gil.gribb Change 2765746 on 2015/11/13 by Benn.Gallagher Added buckets for update rate shift tags (for staggering anim updates) #jira UE-23213 #rb Bruce.Nesbit Change 2765747 on 2015/11/13 by Benn.Gallagher Fixes for bone length calculation in anim dynamics chains. #rb Bruce.Nesbit Change 2765749 on 2015/11/13 by Benn.Gallagher Removed allocations from local CS blends for skeletal controls. #rb Bruce.Nesbit Change 2765752 on 2015/11/13 by Benn.Gallagher Lod mapping support for URO customization #jira UE-23211 #rb Bruce.Nesbit Change 2765965 on 2015/11/13 by Marc.Audy Remove outdated code in LoadMap previously used for matching up downloaded packages from servers. These code paths no longer operate, but in the case where a PIE client was connecting to a non-PIE server (not really supported, but possible), it would cause the Editor Level package to be flagged as as PIE package and cause a crash on exit of PIE #jira UE-21181 #rb Josh.Markiewicz Change 2766071 on 2015/11/13 by Mieszko.Zielinski Fixed dumb mistake in AEQSTestingPawn::PostLoad #UE4 the 'bTickDuringGame == bTickDuringGame' thing #rb John.Abercrombie Change 2766086 on 2015/11/13 by Mieszko.Zielinski Exposing NavModifierComponent to ENGINE_API #UE4 #codereview Lukasz.Furman Change 2766345 on 2015/11/13 by Mieszko.Zielinski No longer compiling AISystem's creation out from client builds #UE4 Instead AISystem's instantiation on clients is configurable via UAISystemBase::bInstantiateAISystemOnClient config variable Change 2766346 on 2015/11/13 by Mieszko.Zielinski Improvements to EQS test scoring function preview #UE4 #rb Lukasz.Furman Change 2766528 on 2015/11/13 by Stan.Melax multiple materials/chunks on a single cloth sim mesh This supposedly used to work in 4.7 but broke for 4.8 It looks like previous change 2493547 may have introduced the condition statement that makes multiple materials not include all of there verts. Changing this to instead check for the bounds on the skinningmap instead of the NumRealSimVerts which doesn't look like it takes the offset into consideration. jira: #UE-23300 https://jira.ol.epicgames.net/browse/UE-23300 https://answers.unrealengine.com/questions/287833/apex-not-working-on-multiple-materials-since-48.html Double tested code change with test asset from https://jira.ol.epicgames.net/browse/UE-10674 #rb Benn.Gallagher Change 2766546 on 2015/11/13 by Marc.Audy Throw warning for orphaned looping sounds caused by a looping sound node Don't do somewhat expensive (due to weak pointer) orphaned sound checks in test or shipping #rb Aaron.McLeran Change 2766917 on 2015/11/14 by Jurre.deBaare Fix UE4-23349 Simplygon doens't support sub 64 pixel textures Change 2767742 on 2015/11/16 by Marc.Audy Restructure SignificanceManager to store significance manager references in a FGCObject Module class instead of using a singleton. Improve performance by eliminating StaticFindObjectFast calls in ::Get and force inlining Get calls #rb Zak.Middleton, Rob.Manuszewski Change 2767827 on 2015/11/16 by Zak.Middleton #ue4 - Perf: avoid SmoothClientPosition() calls once the target mesh offset has been reached. - New flag bNetworkSmoothingComplete indicates whether smoothing has reached the destination. This is set to false when a new network position is received. - Also fixes trying to smooth rotation towards identity rotation before receiving network updates. - Deprecated FNetworkPredictionData_Client_Character::CurrentSmoothTime in favor of saving last update time, to prevent needing to update time every tick (since we skip updates now). #rb Dan.Youhon Change 2768070 on 2015/11/16 by Marc.Audy Change StaticDuplicateObject and DuplicateObject to take FName instead of char* (existing usages can automatically convert to FName so no backwards compatibility issues) Fixup usages to avoid unnecessary string -> char* -> name conversions Change AActor::CreateComponentFromTemplate to take an FName instead of FString, deprecated FString version #rb Gil.Gribb Change 2768121 on 2015/11/16 by Marc.Audy Forceinline GetFName Change 2768161 on 2015/11/16 by Aaron.McLeran Checking occlusion back in - Bug was due to improper interpolation of LPFFrequency values in audio volumes. Change 2769428 on 2015/11/17 by Thomas.Sarkanen Fixed backwards-compatibility issues with FExposedValueCopyRecord Added PostSerialize function to patch up older data to the new format (copies properties->property FNames). Made sure to zero FExposedValueCopyRecord in its constructor, prevents uninitialized variable issues when generating CRCs. This is necessary despite these members being UPROPERTYs because they are simply built on the stack then stuffed into the new CDO during compilation. UE-23268 - EDITOR CRASH: Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) #rb James.Golding #codereview Mike.Beach,Bob.Tellez Change 2769488 on 2015/11/17 by Benn.Gallagher DrawCanvas and debug string support for skeletal controls - accessed using "Skeletal Controls" option in Show->Display Info in Persona #rb Martin.Wilson Change 2769545 on 2015/11/17 by Benn.Gallagher Added space conversion options to copy bone node. #jira OR-9430 #rb Martin.Wilson Change 2770228 on 2015/11/17 by Marc.Audy Fix cause of assert firing when detaching if AttachTo(AttachParent) returns false #rb Ori.Cohen #jira UE-23366 Change 2770489 on 2015/11/17 by Marc.Audy Make ::Serialize WITH_EDITORONLY_DATA since it did nothing otherwise Change 2770761 on 2015/11/17 by Aaron.McLeran Removing optimization disablement - Forgot to remove these lines before checking in/testing. Change 2771375 on 2015/11/18 by Thomas.Sarkanen Added initialzation of internal state machine desc ptrs to (finally) remove random crashes when using sub-state machines #rb Benn.Gallagher Change 2771697 on 2015/11/18 by Jeff.Farris Sensible defaults for APlayerController::ClientPlayCameraAnim and ClientPlayCameraShake #rb marc.audy Change 2771755 on 2015/11/18 by Marc.Audy Put back in the recursion block for destroy actor #rb James.Golding Change 2772217 on 2015/11/18 by Marc.Audy Update axis inversion to work the same way as sensitivity instead of old problematic way Also change to use Reset instead of Empty(Array.Num()) #rb Jeff.Farris Change 2772686 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization coordinate bug. Don't need to convert to xaudio2 coordinates for HRTF spatialization #rb chad.taylor Change 2772766 on 2015/11/18 by Aaron.McLeran Fixing HRTF spatialization with xaudio2 voice pools - Issue was caused by 2 issues: - effect chains weren't properly clearing their state between uses (SetEffectChain(nullptr) releases the effect for use with other voices) - Not re-setting MaxEffectChainChannels = 0 in CreateSource() was causing re-used SoundSources to release their XAudio2 voices to the wrong pool. #rb chad.taylor Change 2773027 on 2015/11/19 by Thomas.Sarkanen PR #1765: Git Plugin can find the git.exe binary installed on the Local AppData user directory (Contributed by SRombauts) #rb Thomas.Sarkanen Change 2773142 on 2015/11/19 by Benn.Gallagher Optimized SafeSetCSBoneTransforms, no longer doing 2 iterations over the whole pose. - Only iterating beyond the index of the first bone transform, cutting off all bones before - No longer using a bone mask the size of the skeleton, just an array of interesting nodes - No longer attempting to convert a transform if it isn't necessary (which was happening a lot) #rb Laurent.Delayen Change 2773212 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Removing ugly comment. Not going to remove the node itself for backward compatibility. Change 2773351 on 2015/11/19 by Zak.Middleton #orion - Make sure we don't skip a final visual update when character mesh interpolation tries to stop smoothing once it reaches its destination. We keep setting bNetworkSmoothingComplete to false until the first visual update, at which point if it remains true we will stop getting updates. #rb Dan.Youhon Change 2773599 on 2015/11/19 by Marc.Audy Fix shadow variable, initialization order, and incorrect placement of ENGINE_API that fails compiles on clang #codereview Aaron.McLeran Change 2773661 on 2015/11/19 by Richard.Hinckley #jira UEDOC-2685 Following up by deprecating the CastToPlayerController function for 4.11. Change 2774707 on 2015/11/19 by Stan.Melax FCollisionQueryParams constructor API pitfall Deprecating something that will call the unintended constructor if the programmer provides a string literal instead of explicitly creating an FName. So this line of code: FCollisionQueryParams Param(FName(TEXT("DragDropTrace"))); will invoke: FCollisionQueryParams::FCollisionQueryParams(FName,bool=false,...) But this line of code: FCollisionQueryParams Param(TEXT("DragDropTrace")); invokes: FCollisionQueryParams::FCollisionQueryParams(bool) Yes that actually happens, the string literal (the TEXT("whatever")) ends up specifies a bool parameter instead of a FName parameter. So the name is lost and a flag (that is usually set to false) is now set to true (since the string literal address is non-NULL). Yeah, that's could potentially be not what the programmer had intended. It looks like this interface was introduced in CL 1792949 back in august 2013. Since its been a couple of years, we'll phase it out using the deprecation approach. Making an API change would break things for existing projects. If it had been a more recent change we could have probably just gone down to a single constructor right away. Figured out that going one step further and removing bool param's default and adding a default constructor would minimize the number of places that will be hit with this deprecation. So, yes this is *increasing* the number of construtors temporarily, but this solution has minimal impact on the community. Later after other to-be-deprecated constructor gets removed, the two remaining can be combined into one with defaults for all parameters. see also https://udn.unrealengine.com/questions/269512/dangerous-fcollisionqueryparams-overloads.html #codereview ori.cohen [CL 2775460 by Marc Audy in Main branch]
2015-11-20 11:02:37 -05:00
}
bool FAnimationViewportClient::IsDetailedMeshStats() const
{
return ConfigOption->ShowMeshStats == EDisplayInfoMode::Detailed;
}
int32 FAnimationViewportClient::GetShowMeshStats() const
{
return ConfigOption->ShowMeshStats;
}
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
void FAnimationViewportClient::OnAssetViewerSettingsChanged(const FName& InPropertyName)
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
if (InPropertyName == GET_MEMBER_NAME_CHECKED(FPreviewSceneProfile, bPostProcessingEnabled) || InPropertyName == NAME_None)
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
SetAdvancedShowFlagsForScene(UAssetViewerSettings::Get()->Profiles[GetPreviewScene()->GetCurrentProfileIndex()].bPostProcessingEnabled);
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
}
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
void FAnimationViewportClient::SetAdvancedShowFlagsForScene(const bool bAdvancedShowFlags)
{
Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3088355 on 2016/08/13 by Max.Preussner Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643) #jira UE-34643 Change 3088331 on 2016/08/13 by Max.Preussner Media: Fixed Failing to load Precached Media Source (UE-34285) #jira UE-34285 Change 3088202 on 2016/08/12 by Zabir.Hoque Porting DX12 Fix from MS: Update D3D12 RHI for 4.13 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables. #jira UE-0 Change 3088149 on 2016/08/12 by Mark.Satterthwaite Duplicate CL #3087991: Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS. - Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms. - Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial. - Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there. - OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time. - Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output. - On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching. - On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code. - AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format. - Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled. #jira UE-34315 Change 3088131 on 2016/08/12 by Chris.Babcock Fix iterative deploy for new ADB #jira UE-34638 #ue4 #android Change 3088106 on 2016/08/12 by Dan.Oconnor Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references #jira UE-34564 Change 3088099 on 2016/08/12 by Zabir.Hoque Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done. #Jira UE-27026 Change 3088072 on 2016/08/12 by Max.Chen Sequencer: Level editor camera cut flag is now a one way gate This resolves issues to do with the flag being erroneously reset by external forces. #jira UE-33875 Change 3088031 on 2016/08/12 by Jeff.Campeau Fix WinXP build issues in WmfMedia and SteamVR plugins. #jira UE-32421 Change 3088025 on 2016/08/12 by Tom.Looman Updated VR Template with new VR device ID blueprint node. #jira ue-34592 Change 3088023 on 2016/08/12 by Tom.Looman Added PS Move input handling support to VR Template. #jira UE-34188 Change 3087989 on 2016/08/12 by Michael.Trepka Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts. #jira UE-34581 Change 3087907 on 2016/08/12 by mason.seay New test assets for sub instance testing #jira UE-29618 Change 3087812 on 2016/08/12 by Maciej.Mroz #jira UE-34247 Nativized UMG assets not visible Redone cl#3087726 from Dev-Blueprints Change 3087810 on 2016/08/12 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library. Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes. #review-3087760 @nick.whiting #jira UEVR-13 Change 3087795 on 2016/08/12 by Mitchell.Wilson Added project thumbnail to subway sequencer. Added thumbnails to subway sequencer levels. Re-saved multiple files to resolve empty engine version and nodeguid warnings. #jira UE-34521 UE-34519 Change 3087730 on 2016/08/12 by Michael.Trepka Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml #jira UE-34548 Change 3087699 on 2016/08/12 by Jeff.Campeau Make resource generation fault tolerant of unset config values. #jira UE-34614 Change 3087690 on 2016/08/12 by Mitchell.Wilson Added a thumbnail for the BlueprintRenderToTarget level. #jira UE-34544 Change 3087688 on 2016/08/12 by Marc.Audy Fix headshot crash when tearing down physics when not registered #jira UE-32935 Change 3087615 on 2016/08/12 by Ben.Woodhouse Fix for crash in shadowsetup when frustum is invalid #jira UE-33014 Change 3087607 on 2016/08/12 by Max.Chen Sequencer: Fix Import/Export FBX - Import FBX now maps arbitrary float properties as well as the transform - Import/Export FBX now consistently operates on selected nodes or all nodes - Fixed exported node names so that they're consistent with Sequencer node names #jira UETOOL-534 Change 3087586 on 2016/08/12 by Chris.Babcock Add HUAWEI_Mali device model recognition for Vulkan #jira UE-34610 #ue4 #android Change 3087529 on 2016/08/12 by Jurre.deBaare Fix for crash when start index != 0 and sampling at a different rate #jira UE-34637 Change 3087519 on 2016/08/12 by Ben.Marsh Pass the -ignorejunk flag on to child UBT instance when running a clean. Change 3087455 on 2016/08/12 by Jurre.deBaare Alembic importer plugin needs proper logo #fix Replaced icon with inverted official Alembic logo #jira UE-34474 Change 3087360 on 2016/08/12 by Ben.Marsh Print out the UBT command line before running it, to help diagnose -ignorejunk problem. Change 3087285 on 2016/08/12 by Lina.Halper - Add which animation it fails to compress - Make sure it doesn't go in there unless you have skeleton #jira: UE-34490 Change 3087237 on 2016/08/12 by Alex.Delesky #jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene. Change 3087215 on 2016/08/12 by danny.bouimad #jira UE-29618 updated QA-AnimProfiles again... Change 3087212 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated TM-PhysicalAnimProfiles again Change 3087200 on 2016/08/12 by Robert.Manuszewski Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway. #jira UE-34373 Change 3087188 on 2016/08/12 by Matthew.Griffin Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually Change 3087160 on 2016/08/12 by Ben.Marsh Propagate the -ignorejunk option when we're building UHT as a child process in UBT. Change 3087148 on 2016/08/12 by Ben.Marsh Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change. Change 3087143 on 2016/08/12 by Danny.Bouimad #jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder. Change 3087140 on 2016/08/12 by Steve.Robb GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs I have no evidence that this actually fixes anything, but it doesn't harm anything to add it... #jira UE-29286 Change 3087139 on 2016/08/12 by Steve.Robb Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed. This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module. #jira UE-31575 Change 3087107 on 2016/08/12 by Jurre.deBaare Alembic Import with empty first frame will cause the editor to crash #jira UE-34515 #fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects #misc added a static const value indicating the first frame instead of hardcoded 0 array accesors #misc check condition fix in Runnable #misc log now adds new page named after the imported Alembic file Change 3087079 on 2016/08/12 by Dmitriy.Dyomin Fixed: Corrupted level package on loading cooked content #jira UE-34591 Change 3087063 on 2016/08/12 by James.Cobbett #jira UE-29618 Submitting test assets for Alembic Importer Change 3087048 on 2016/08/12 by Matthew.Griffin Changed Launcher Samples to create aggregate from property to avoid error in preflights Only notify about Launcher Samples trigger in non-preflight builds Change 3086985 on 2016/08/12 by Maciej.Mroz #jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102] Redone cl#3083825 from Dev-Blueprints Change 3086960 on 2016/08/12 by Matthew.Griffin Prevent Build DDC command from making DDC for platforms that aren't supported by project #jira UEB-698 Change 3086945 on 2016/08/12 by Dmitriy.Dyomin Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition #jira UE-18291 Change 3086904 on 2016/08/11 by Lina.Halper Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f #jira: UE-34570 Change 3086891 on 2016/08/11 by Lina.Halper DUPEFIX: CL 3086544 from Michael Noland Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well #jira UE-34223 #tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc... #tests (from Lina H) started the test project from JIRA and PIE, and no crash. Change 3086837 on 2016/08/11 by Nick.Whiting Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation #jira UE-32564 Change 3086797 on 2016/08/11 by Dmitry.Rekman Linux: fix crash on editor exit (UE-30795, UE-7519). - FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that. #jira UE-30795 Change 3086735 on 2016/08/11 by Richard.TalbotWatkin Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now. #jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash Change 3086726 on 2016/08/11 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements : 2DVR 2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen. -Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary. #jira UEVR-13 #review-3086004 @chad.taylor @nick.whiting Change 3086652 on 2016/08/11 by Dmitry.Rekman Linux: re-enable ICU (UE-34012). - Built static libs against libc++; disabled using dynamic ones. - Fixes lack of rich text formatting. #jira UE-34012 Change 3086648 on 2016/08/11 by Nick.Whiting Adding support for getting the HMD Device name from code / blueprints #jira UE-31785 Change 3086589 on 2016/08/11 by Chad.Taylor Fixing Vive resolution on packaged builds #jira UE-34535 Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead. #jira UE-34397 Change 3086529 on 2016/08/11 by Marc.Audy Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default) #jira UE-34287 Change 3086376 on 2016/08/11 by Peter.Sauerbrei remove cached file handle from iOS and Android to save memory during loads #jira UE-31720 Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt Guard against crash with corrupted editor layouts #jira UE-34364 Change 3086345 on 2016/08/11 by Dan.Oconnor ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time) #jira UE-34380 Change 3086272 on 2016/08/11 by Cody.Albert Updating First Person templates to fix cook errors #jira UE-22726 Change 3086259 on 2016/08/11 by Nick.Whiting Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used #jira UE-31617 Change 3086202 on 2016/08/11 by Marcus.Wassmer Duplicate 3086176 to fix broken shaderpipelines on PS4 #jira UE-34540 Change 3086080 on 2016/08/11 by mason.seay Test animbp for sub anim instances #jira UE-29618 Change 3086062 on 2016/08/11 by Tom.Looman Migrate from //depot/usr/ into Release-4.13 for VR Template. #jira ue-34533 Change 3086032 on 2016/08/11 by Mike.Beach Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it). #jira UE-34350 Change 3086025 on 2016/08/11 by Olaf.Piesche #jira UE-32058 Replicating fix from 3050352 Change 3085969 on 2016/08/11 by John.Pollard CIS fix #jira UE-30516 Change 3085819 on 2016/08/11 by Jurre.deBaare bForceOneSmoothingGroup not working for skeletal meshes #fix Added check for forced smoothing group and calculate normals accordingly #misc Spotted some non-referenced const TArrays being passed to CalculateTangents #jira UE-34555 Change 3085799 on 2016/08/11 by Ben.Marsh Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing. Change 3085763 on 2016/08/11 by Daniel.Lamb Fix for circular initialization of a singleton on android causing hang when using cook on the fly. #jira UE-34442 Change 3085717 on 2016/08/11 by Dmitry.Rekman Linux: better messaging around Steam initialization (UE-32052). - Also added a standalone test. #jira UE-32052 Change 3085715 on 2016/08/11 by Chris.Bunner Dropped check to an ensure as there's existing handling for invalid assets in that case. #jira UE-23902 Change 3085714 on 2016/08/11 by Olaf.Piesche #jira UE-30398 Fix offset added to particle collision locations. Replicated from 3084645 in Dev-Rendering Change 3085713 on 2016/08/11 by Chris.Babcock Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now) #jira UE-33840 #ue4 #android #ios #opengl Change 3085711 on 2016/08/11 by Olaf.Piesche #jira UE-34106 #jira UE-32784 #jira UE-31198 Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty) Replicated from 3083909 in Dev-Rendering Change 3085707 on 2016/08/11 by Matthew.Griffin Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue Change 3085656 on 2016/08/11 by Marc.Audy PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker) #jira UE-32418 #jira UE-33617 Change 3085641 on 2016/08/11 by Lina.Halper Fixed invalid compressed track data - need a better solution and added ticket for 4.14 - UE-34547 #jira: UE-34077 Change 3085606 on 2016/08/11 by Max.Preussner Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381) #jira UE-34381 Change 3085568 on 2016/08/11 by Maciej.Mroz #jira UE-34436 Ensures when copy/pasting linked anim bp nodes FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet). Change 3085532 on 2016/08/11 by Peter.Sauerbrei fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC #jira UE-30335 Change 3085528 on 2016/08/11 by Max.Chen Sequence Recorder: Fix crash when actor class to record is null. #jira UE-34543 Change 3085418 on 2016/08/11 by Maciej.Mroz #jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults Redone cl#3084313 from Dev-Blueprints Change 3085395 on 2016/08/11 by John.Pollard Don't allow hot-reloading if we're running PIE instances #jira UE-30516 Change 3085377 on 2016/08/11 by Tom.Looman Added StarterMap (WIP) to resolve JIRA. #jira ue-34311 Change 3085364 on 2016/08/11 by Ben.Woodhouse Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur. #jira UE-28561 Change 3085341 on 2016/08/11 by Dmitriy.Dyomin Fixed: Creating Launcher Profile does not always shows all project available maps #jira UE-33765 Change 3085336 on 2016/08/11 by Andrew.Rodham Sequencer: Runtime instances are no longer updated when bluprints are recompiled This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register #jira UE-34499 Change 3085332 on 2016/08/11 by Dmitriy.Dyomin Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication #jira UE-26868 Change 3085331 on 2016/08/11 by Ben.Woodhouse Fix for threading related crash with precomputed lighting volumes #jira UE-34531 Change 3085323 on 2016/08/11 by Allan.Bentham Remove android specific vulkan hack to recreate depth buffer's imageview. #jira UE-33593 #jira UE-33336 Change 3085313 on 2016/08/11 by Thomas.Sarkanen StopRecordingAnimation now uses the same maing logic as RecordAnimation This prevents inconsisten behaviour between record and stop record commands #jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor Change 3085301 on 2016/08/11 by Allan.Bentham Only allow gaussian DoF on mobile. Disable DoF for all other types. #jira UE-34217 Change 3085292 on 2016/08/11 by Thomas.Sarkanen Revert change to force shipping dlls in shipping builds #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3085291 on 2016/08/11 by Matthew.Griffin Added nodes for Linux Editor, DDC and installed build Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products Change 3084973 on 2016/08/10 by Jeff.Campeau Use relative settings for ShooterGame manifest Package creation checks Xbox One target settings in Engine instead of Game config #jira UE-33808 Change 3084932 on 2016/08/10 by patrickr.donovan #jira UE-29618 SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing. Change 3084886 on 2016/08/10 by Daniel.Wright Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards #jira UE-33238 Change 3084878 on 2016/08/10 by Jeff.Campeau UFE launch command is generated with all devices requested instead of just the first. #jira UE-34302 Change 3084860 on 2016/08/10 by Dmitry.Rekman Fix CrashReportClient crashing on start (UE-32976, UE-34451). - Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes. #jira UE-32976 Change 3084756 on 2016/08/10 by Dmitry.Rekman Linux: clean-up compiler settings logic (UE-22715). - Includes parts of pull request #1704 by zaps166. - Disables exceptions in most builds. #jira UE-22715 Change 3084679 on 2016/08/10 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3084475 Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds. #jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server Change 3084614 on 2016/08/10 by Daniel.Wright Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene() #jira UE-34321 Change 3084607 on 2016/08/10 by Jeremiah.Waldron Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur Relates to: #jira UE-34283 Change 3084586 on 2016/08/10 by Jeff.Campeau Chunks don't assume they're done downloading at 100%. #jira UE-34386 Change 3084552 on 2016/08/10 by Lina.Halper Fix GetWorldFromContextObject to be used for another thread safer : Guard to modify static variabls by another thread #jira: UE-34416 Change 3084551 on 2016/08/10 by Mitchell.Wilson Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level. #jira UE-32855 Change 3084535 on 2016/08/10 by Mike.Beach Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names. #jira UE-34378 Change 3084526 on 2016/08/10 by Jeff.Campeau Update XDK to August 2016 #jira UEPLAT-1374 Change 3084471 on 2016/08/10 by John.Pollard Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown> #jira UE-34295 Change 3084363 on 2016/08/10 by Marc.Audy Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport #jira UE-34101 Change 3084231 on 2016/08/10 by Michael.Trepka Fixed a problem with the search box in blueprint context menu not getting focus on Mac #jira UE-20884 Change 3084229 on 2016/08/10 by Dmitry.Rekman Linux: remove hardcoded staged files (UE-24594). #jira UE-24594 Change 3084215 on 2016/08/10 by Chris.Bunner Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view. #jira UE-31936 Change 3084052 on 2016/08/10 by Jurre.deBaare Alembic skeletal mesh importer does not calculate correct smoothing groups #fix follow same routine as regular smoothing group/normal calculation #jira UE-34493 Change 3084029 on 2016/08/10 by Phillip.Kavan [UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object. Mirrored from //UE4/Dev-Blueprints (CL# 3082839). #jira UE-34458 Change 3084027 on 2016/08/10 by Ben.Woodhouse Fix for crash when applying BSP materials This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread. The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh. #jira UE-31460 Change 3083981 on 2016/08/10 by Matthew.Griffin Set Localization branch for Localise command to release version when running in the Release Branch #jira UE-34471 Change 3083970 on 2016/08/10 by Max.Preussner PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481) #jira UE-33481 Change 3083918 on 2016/08/10 by Matthew.Griffin Exclude UBT generated files from the installed build Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material #jira UE-34360 Change 3083890 on 2016/08/10 by Matthew.Griffin Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage. Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project. #jira UE-34401 Change 3083873 on 2016/08/10 by Dmitry.Rekman CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478). #jira UE-34478 Change 3083862 on 2016/08/10 by Mitchell.Wilson Rebuilt lighting on Advanced_Lighting level in Samples Content #jira UE-34383 Change 3083792 on 2016/08/10 by Benn.Gallagher PR #2671: Fix sub instance curve values. (Contributed by tmiv) PR #2668: Sub inst post anim fix (Contributed by tmiv) #jira UE-34162 #jira UE-34121 Change 3083775 on 2016/08/10 by Kevin.Rushin QAGame - Updating VRLatency Testmap, Can freelook #jira UE-29618 Change 3083771 on 2016/08/10 by Robert.Manuszewski Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit. #jira UE-34371 Change 3083742 on 2016/08/10 by Lee.Clark 4.13 - PS4 - Fix memory allocation sizes #jira UE-33270 Change 3083732 on 2016/08/10 by Ben.Marsh Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger. Change 3083690 on 2016/08/10 by Dmitriy.Dyomin Fixed: Foliage instances are not included when exporting a scene to FBX #jira UE-34214 Change 3083654 on 2016/08/10 by Keith.Judge Fix analysis warnings. Simple change from Release() to SAFE_RELEASE(). #jira UE-23059 Change 3083646 on 2016/08/10 by Thomas.Sarkanen Use shipping PhysX libs for installed builds Copy fix from UE4Game.Target.cs to apply to all packaged games #jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration Change 3083527 on 2016/08/10 by Dmitriy.Dyomin Fixed: Warning upon Undo/redo-ing of sculpting the landscape #jira UE-34443 Change 3083502 on 2016/08/10 by Dmitriy.Dyomin Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting #jira UE-34417 Change 3083349 on 2016/08/09 by Daniel.Wright Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0 #jira UE-31181 Change 3083167 on 2016/08/09 by Chad.Taylor Null deref crash fix #jira UE-33830 Change 3083144 on 2016/08/09 by Zabir.Hoque Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite. #jira UE-32980 Change 3083136 on 2016/08/09 by Chad.Taylor Stripping out egregious log spam #jira UE-34181 Change 3083116 on 2016/08/09 by John.Billon Defaulting r.D3D.RemoveUnusedInterpolators to on. #Jira UE-34461 Change 3083114 on 2016/08/09 by John.Billon Fixing static analysis warning in NullRHI. #Jira UE-34462 Change 3083070 on 2016/08/09 by Dmitry.Rekman PR #2516: CMake improvements and fixes (UE-22233, UE-32136). - Contributed by Nihlus. - Contains PR #1668 by mgerhardy Summary of changes (from PR): - Fixed an issue where CMake build files would contain invalid targets - Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion. - Fixed an issue where invalid target platforms could fall through and cause issues with the file generation. - Improved code readability throughout the generator. Can still use some more polish. - Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects. - Improved commenting throughout the generator. As with readability, can still use some more polish. - Removed unused using statements. - Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion. - Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets. #jira UE-22233 Change 3082999 on 2016/08/09 by Jeremiah.Waldron Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases #jira UE-34457 Change 3082993 on 2016/08/09 by mason.seay Fixed level BP error and updated Reverb asset #jira UE-29618 Change 3082981 on 2016/08/09 by Peter.Sauerbrei disable roughness calculation for iOS metal #jira UE-31815 Change 3082912 on 2016/08/09 by Chris.Babcock Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now #jira UE-34432 #ue4 #android Change 3082875 on 2016/08/09 by Chris.Bunner Lowered verbosity of mesh build warning when using MikkTSpace. #jira UE-23903 Change 3082867 on 2016/08/09 by Trung.Le VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses #jira UE-34227 Change 3082818 on 2016/08/09 by Mike.Beach Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert). #jira UE-34430 Change 3082794 on 2016/08/09 by Lukasz.Furman fixed gameplay debugger extensions activating during simulate in editor #jira UE-33343 Change 3082760 on 2016/08/09 by Jamie.Dale Scene viewports are now centered when re-entering windowed mode #jira UE-32842 Change 3082744 on 2016/08/09 by Mitchell.Wilson Resaving assets to resolve empty engine version warnings. #jira UE-29746 Change 3082728 on 2016/08/09 by Ben.Marsh BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger. #jira UE-34329 Change 3082686 on 2016/08/09 by Marc.Audy If the GameMode is not carried over as part of a seamless travel create it. #jira UE-25569 Change 3082663 on 2016/08/09 by John.Billon Fixed SubUVAnimation asset crash when texture source is cleared. #Jira UE-34231 Change 3082650 on 2016/08/09 by John.Billon Changed an ensure the NullRHI dealing with memory allocation to be a log message. #Jira UE-32362 Change 3082644 on 2016/08/09 by Maciej.Mroz #jira UE-34240 Match 3 nativization failure Redone cl3082121 from Dev-Blueprints Change 3082633 on 2016/08/09 by Maciej.Mroz #jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172] Redone cl3082414 from Dev-Blueprints Change 3082606 on 2016/08/09 by Michael.Trepka Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler. #jira UE-34276 Change 3082579 on 2016/08/09 by Benn.Gallagher CIS fix, missed removing a few #ifs #jira UE-29180 Change 3082525 on 2016/08/09 by Tom.Looman Removed Android from supported platforms in VR Template. #jira UE-34189 Change 3082523 on 2016/08/09 by Tom.Looman Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior) Fixed typo in level text. #JIRA UE-34422 Change 3082504 on 2016/08/09 by Jurre.deBaare Crash importing alembic asset over itself after saving it in Content Browser #fix Trivial nullptr + isValid fix #jira UE-34418 Change 3082433 on 2016/08/09 by Tom.Looman Updated list of supported platforms. #jira UE-34189 Change 3082423 on 2016/08/09 by Mitchell.Wilson Resaving levels to resolve MikkTSpace warnings Updating collision on SM_Floor_Round #jira UE-30786 Change 3082361 on 2016/08/09 by Keith.Judge Xbox One - Fix a controller disconnection crash. - This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early. - Changed it to copy each connected pad object one at a time, which maintains the correct refcount. - Possibly a VS2015 Update 3 bug. #jira UE-33955 Change 3082341 on 2016/08/09 by Mitchell.Wilson Reimporting SM_GodRay_Plane Resaving levels to resolve MikkTSpace warnings Resaving multiple materials to resolve warnings #jira UE-34212 Change 3082313 on 2016/08/09 by Matthew.Griffin Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build) Change 3082294 on 2016/08/09 by Jurre.deBaare Crash when importing an Alembic file with Materials as a different asset type than one that already exists #fix Ensure that we have a valid material to assign to the assets #jira UE-34377 Change 3082291 on 2016/08/09 by Jurre.deBaare Unable to save Alembic asset with materials after importing more than once #fix Make sure we delete referenced transient materials if they are not used #jira UE-34400 Change 3082290 on 2016/08/09 by Jurre.deBaare Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on #fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14 #jira UE-34392 Change 3082274 on 2016/08/09 by Benn.Gallagher Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms. #jira UE-29780 Change 3082273 on 2016/08/09 by Benn.Gallagher Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain #jira UE-30827 Change 3082270 on 2016/08/09 by Benn.Gallagher Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted. #jira UE-29180 Change 3082257 on 2016/08/09 by Jurre.deBaare Auto align floor mesh does not work in Persona #fix Readded functionality for the auto alignment :) #jira UE-34404 Change 3082239 on 2016/08/09 by Peter.Sauerbrei make sure IPP and supporting dlls are all 64-bit #jira UE-34408 Change 3082225 on 2016/08/09 by Mitchell.Wilson Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize Reimporting SM_GodRay_Plane Saving all levels to resolve MikkTSpace warnings. #jira UE-30787 Change 3082222 on 2016/08/09 by Rolando.Caloca UE4.13 - Fix crash on opengl3 - Load proper shader map depending on feature level - int interpolators require nointerpolation modifier #jira UE-33879 Change 3082221 on 2016/08/09 by Benn.Gallagher Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop #jira UE-34384 Change 3082179 on 2016/08/09 by Ben.Woodhouse Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders. #jira UE-31461 Change 3082170 on 2016/08/09 by Graeme.Thornton Manual copy of CL 3078836 from Dev-Core to Release-4.13 Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading #jira UE-33909 Change 3082169 on 2016/08/09 by Graeme.Thornton Make FLauncherTasks have unique names so we don't end up with stat name collisions #jira UE-33849 Change 3082163 on 2016/08/09 by Matthew.Griffin Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts Added Checks for files that might not exist when creating Installed Build from Github etc. Tag the published installed build zips #jira UE-34249 Change 3082139 on 2016/08/09 by Ben.Marsh BuildGraph: Allow writing a schema without passing a script in. Change 3082109 on 2016/08/09 by Thomas.Sarkanen Fixed blendspaces producing bad data when degenerate spaces are present Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications. #jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph Change 3082080 on 2016/08/09 by Matthew.Griffin Added notifications for available triggers Change 3082054 on 2016/08/09 by Allan.Bentham Quality level override changes to high QL are now correctly picked up. #jira UE-22812 Change 3082049 on 2016/08/09 by Allan.Bentham Update shaders when mobile preview device is changed. #jira UE-22810 Change 3081866 on 2016/08/09 by Max.Chen Fbx Export: Fix build. #jira UETOOL-750 Change 3081863 on 2016/08/09 by Max.Chen Fbx Export: Fix level sequence fbx export. - Fix 3d transform track export so that it does the correct flipping for translation and rotation curves. - Fix setting rich curve tangents and interpolation modes. - Fix camera focal length export. #jira UETOOL-750 Change 3081823 on 2016/08/08 by Dmitriy.Dyomin Fixed: Crash when simulating in editor with a landscape actor selected #jira UE-34367 #coderview Gareth.Martin Change 3081647 on 2016/08/08 by Chad.Taylor OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport #jira UE-34352 Change 3081645 on 2016/08/08 by Zak.Middleton #ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback. #jira UE-30178 Change 3081639 on 2016/08/08 by Tyler.Cole Update build scripts for WEX MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081616 on 2016/08/08 by Jeff.Fisher UEVR-13 PSVR: TCR Requirements -2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode. -A new ini setting for morpheus bStartInVR has been added, it defaults to true. #jira UEVR-13 #review-3081284 @chad.taylor @nick.whiting Change 3081597 on 2016/08/08 by Tyler.Cole Update build scripts for Ocean MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3081476 on 2016/08/08 by Tyler.Cole Update build script for UE4 Release-4.13 stream Fortnite MCP. #jira NONE-0 Change 3081397 on 2016/08/08 by Josh.Adams - Fixing more linux case issues in UT #jira ue-33478 Change 3081391 on 2016/08/08 by Mitchell.Wilson Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap #jira UE-33843 Change 3081383 on 2016/08/08 by Aaron.McLeran #jira UE-34081 Implementing CL 3076637 into 4.13 #tests run a procedural sound wave object test Change 3081337 on 2016/08/08 by Aaron.McLeran #jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay - OR-26580 - Implementing CL 3071258 to 3.13 #tests ran paragon with change, no crashes Change 3081335 on 2016/08/08 by Max.Preussner WmfMedia: Fixed memory leak in source resolver (UE-34385) #jira UE-34385 Change 3081320 on 2016/08/08 by Max.Preussner WmfMedia: Fixed typo (UE-32421) #jira UE-32421 Change 3081276 on 2016/08/08 by Mitchell.Wilson Resaving asset to resolve MikkTSpace warning. #jira UE-31116 Change 3081269 on 2016/08/08 by Dan.Oconnor Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint #jira UE-34324 Change 3081052 on 2016/08/08 by Dan.Oconnor Making a change to test UE-34324 #jira UE-34324 Change 3081026 on 2016/08/08 by Daniel.Wright Added a heightfield painting example to BlueprintRenderToTarget content example #jira UE-34323 Change 3081025 on 2016/08/08 by Daniel.Wright CreateRenderTarget2D uses a world context object as owner, allows use in a construction script #jira UE-34321 Change 3081023 on 2016/08/08 by Aaron.McLeran #jira UE-34325 Implementing 3080958 in 4.13 - When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash - Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds. #tests ran repro case described in bug several times without crashing (was 100% repro) Change 3081020 on 2016/08/08 by Dan.Oconnor Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties #jira UE-26310 Change 3081010 on 2016/08/08 by Dan.Oconnor Fix for losing root transform when recycling objects #jira UE-28398 Change 3080972 on 2016/08/08 by Mark.Satterthwaite Duplicate CL #3080684: Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination. #jira UE-21857 Change 3080971 on 2016/08/08 by Mark.Satterthwaite Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared. #jira UE-34355 Change 3080923 on 2016/08/08 by Michael.Trepka When archiving on for Mac delete the dest icon if it exists before trying to call File.Move #jira UE-33304 Change 3080919 on 2016/08/08 by samuel.proctor Revised assets for Blueprint Debugging tests #jira UE-29618 Change 3080878 on 2016/08/08 by Ben.Marsh Fix sample build timeouts due to generating DDC using installed engine builds taking too long. * New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead. * Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead. Change 3080849 on 2016/08/08 by Marc.Audy Always stop matinee sounds when jumping around, not just if the sound changed. #jira UE-31447 Change 3080843 on 2016/08/08 by Ben.Marsh BuildGraph: Fix compile error due to duplicated variable name. Change 3080840 on 2016/08/08 by Max.Chen Fbx: Fix rich curve export being exported at the incorrect times when baked. #jira UETOOL-750 Change 3080824 on 2016/08/08 by Max.Chen Sequencer: Revert fix root component structure for level sequence actor. #jira UE-34354 Change 3080819 on 2016/08/08 by Chad.Taylor Merging Move and Vive haptic implementation from Dev-VR to Release-4.13 #jira UE-27886 Change 3080818 on 2016/08/08 by Jurre.deBaare Crash when importing the same Alembic file but as a different Asset Type #fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed) #misc Typo #jira UE-34293 Change 3080817 on 2016/08/08 by Jurre.deBaare Crash when importing an Alembic file with Materials if it already exists #fix Only create materials if they don't already exist #jira UE-34300 Change 3080814 on 2016/08/08 by Jurre.deBaare Crash when importing Alembic files as Skeletal Mesh #fix Set the NumVertices variable that was re-added :) #misc removed dead code #jira UE-34288 Change 3080813 on 2016/08/08 by Jurre.deBaare [CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices() #fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs) #jira UE-34294 Change 3080797 on 2016/08/08 by Dmitriy.Dyomin Fix: Crash opening levels with landscape in them via the command console in standalone game #jira UE-34348 Change 3080784 on 2016/08/08 by Jamie.Dale We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering) #jira UE-34298 Change 3080734 on 2016/08/08 by Matthew.Griffin Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent Change 3080685 on 2016/08/08 by Peter.Sauerbrei fix for crash on tvOS and iOS when launching a project #jira UE-34005 Change 3080683 on 2016/08/08 by Matthew.Griffin Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built Change 3080681 on 2016/08/08 by Matthew.Griffin Corrected path separators for Mac DDC location, which was preventing it from being included in installed build Change 3080675 on 2016/08/08 by Robert.Manuszewski Fixing CIS on Clang platforms #jira UE-34025 Change 3080674 on 2016/08/08 by Ben.Woodhouse Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507 #jira UE-32651 Change 3080594 on 2016/08/08 by Keith.Judge Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed. #jira UE-31607 Change 3080573 on 2016/08/08 by Martin.Wilson Fix Root Motion from Everything blending incorrectly when using layered blend per bone #Jira UE-17815 Change 3080517 on 2016/08/08 by James.Golding PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran) #jira UE-34299, UE-34279 Change 3080512 on 2016/08/08 by Benn.Gallagher Fix for dangling sub-instance pointers when reinstancing on AnimBP compile #jira UE-34137 Change 3080510 on 2016/08/08 by Max.Preussner WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421) #jira UE-32421 Change 3080509 on 2016/08/08 by Robert.Manuszewski Added more detailed message when TArray's BulkSerialize fails. #jira UE-34025 Change 3080506 on 2016/08/08 by Allan.Bentham Do not set render target if there are no modulated shadows. #jira UE-33252 Change 3080498 on 2016/08/08 by Keith.Judge Fix D3D12.x link error. #jira UE-34322 Change 3080493 on 2016/08/08 by Matthew.Griffin Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run. #jira UE-34073 Change 3080490 on 2016/08/08 by Maciej.Mroz #jira UE-28625 Direction of GetOverlapInfos parameter doesn't match Redone cl# 3080484 Change 3080462 on 2016/08/08 by Allan.Bentham Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required. Fix initialisation errors introduced in CL 3070035. #jira UE-34099 Change 3080242 on 2016/08/07 by Max.Chen Sequencer: Fix to allow deleting spawnables from the viewport #jira UE-28523 Change 3080241 on 2016/08/07 by Dmitriy.Dyomin Fixed: StartCameraFade not fading camera when MobileHDR is off #jira UE-34143 Change 3079990 on 2016/08/06 by andrew.porter Changing defaults on some settings on M_Details for test case. #jira UE-29618 Change 3079989 on 2016/08/06 by andrew.porter Setting two sided off on M_Details material #jira UE-29618 Change 3079986 on 2016/08/06 by phillip.patterson Updated QA-Foliage for test case #jira UE-29618 Change 3079984 on 2016/08/06 by andrew.porter Adding test content for using sprites in UMG #jira UE-29618 Change 3079879 on 2016/08/05 by Dmitry.Rekman Remove HITCHHUNTER logspam from release UE (UE-30959). #tests Compiled the UE4Editor. #jira UE-30959 Change 3079815 on 2016/08/05 by Tyler.Cole Set dependencies for Orion MCP in UE4 Release-4.13 stream. #jira NONE-0 Change 3079808 on 2016/08/05 by Daniel.Wright BlueprintRenderToTarget content example map with interactable fluid surface #jira UE-34323 Change 3079746 on 2016/08/05 by Daniel.Wright Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly New blueprint function CreateRenderTarget2D #jira UE-34321 Change 3079569 on 2016/08/05 by Mitchell.Wilson Updating template tutorials after assets were moved to new folders #jira UE-34139 Change 3079546 on 2016/08/05 by Ian.Shadden #UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6 #jira UE-34316 Change 3079542 on 2016/08/05 by Mark.Satterthwaite Duplicate CL #3079503: Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised. #jira UE-33856 Change 3079472 on 2016/08/05 by Peter.Sauerbrei fix for remote server name being empty stopping a build for a BP project in binary fix for several error messages from platform requirements not stopping a build #jira UE-34213 Change 3079453 on 2016/08/05 by Benjamin.Hyder Updating QA_Materials to include Material Details example #jira UE-29618 Change 3079389 on 2016/08/05 by Gareth.Martin Missing file from CL 3079376: Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079384 on 2016/08/05 by Michael.Trepka PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE) #jira UE-29358 Change 3079376 on 2016/08/05 by Gareth.Martin Tessellate Landscape only in highest landscape LOD Fix incorrect UV coordinates when tessellation is enabled #jira UE-14253 #jira UE-20405 Change 3079365 on 2016/08/05 by Peter.Sauerbrei fix for executable name mismatch in plist vs actual executable when project has an underscore in the name #jira UE-34192 Change 3079361 on 2016/08/05 by Ryan.Vance #jira UE-34297 Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :) Change 3079349 on 2016/08/05 by Mason.Seay Deleting unneeded assets #jira UE-29618 Change 3079306 on 2016/08/05 by Peter.Sauerbrei IPP is now built as a 64-bit executable #jira UE-26393 Change 3079303 on 2016/08/05 by Peter.Sauerbrei PR2018 - disable user input request from ssh courtesy of Teivaz #jira UE-26393 Change 3079276 on 2016/08/05 by mason.seay Extended Line Trace For Convenient #jira UE-29618 Change 3079274 on 2016/08/05 by Alex.Delesky #jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons. Change 3079273 on 2016/08/05 by Max.Chen Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks. #jira UE-34301 Change 3079254 on 2016/08/05 by Ori.Cohen Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping. #JIRA UE-34224 Change 3079242 on 2016/08/05 by Nick.Darnell Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving. #jira UE-34304 Change 3079129 on 2016/08/05 by Jurre.deBaare #jira UE-34278 #fix Changed reimport path to be the same as geometry cache / skeletal mesh Unable to reimport Alembic static meshes #jira UE-34292 #fix Handle cancelled situation during reimport ui interaction Cancelling the reimport of an Alembic file seems to confirm the action #jira UE-34288 #fix Possible fix, flush rendering commands before importing Crash when importing Alembic files as Skeletal Mesh #jira UE-34282 #fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled "Failed to Import" message when clicking Cancel on the Alembic Import Message Change 3079127 on 2016/08/05 by Marc.Audy Properly clean up all worlds when ending PIE while a seamless transition is active #jira UE-33863 Change 3079107 on 2016/08/05 by Mike.Beach Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact). #jira UE-30548 Change 3079093 on 2016/08/05 by Jurre.deBaare Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white #fix Hide the environment and sky when showing vertex colours #jira UE-34251 Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off #fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings #jira UE-34206 Change 3079090 on 2016/08/05 by Jurre.deBaare Bad performance when changing (slider) values for the advanced preview scene #fix Could not repro but added some more check if update needed checks #jira UE-33496 Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting #fix Add the rotational delta for the sky to the directional light rotation #jira UE-34108 Change 3079088 on 2016/08/05 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work #fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing #jira UE-34127 Change 3079040 on 2016/08/05 by Max.Preussner MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290) Also made class properties blueprint read-writable #jira UE-34290 Change 3078958 on 2016/08/05 by Marc.Audy Don't ever reregister child actor components Don't destroy child actors when hiding a level #jira UE-31038 Change 3078954 on 2016/08/05 by ryan.brucks #jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL Change 3078952 on 2016/08/05 by Phillip.Kavan [UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser. change summary: - modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop. #jira UE-34085, UE-34169 Change 3078912 on 2016/08/05 by Andrew.Rodham Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified #jira UE-33875 Change 3078900 on 2016/08/05 by Lauren.Ridge Fix for small Vive HMD movements entering VR mode #jira UE-33970 Change 3078880 on 2016/08/05 by Jack.Porter Cannot set GenerateOverlapEvents flag on Landscape #jira UE-9055 Change 3078879 on 2016/08/05 by Lee.Clark PS4 - Fix corrupted debuffer decals (CMask wasn't getting decoded correctly) #jira UE-34273 Change 3078871 on 2016/08/05 by Steve.Robb Fix for changes to UObject*s in property boxes. #jira UE-29596 Change 3078857 on 2016/08/05 by Max.Chen Sequencer: Set Fixed frame interval playback to false by default. #jira UE-34272 Change 3078850 on 2016/08/05 by mason.seay Updated map to test physics mesh, added comments to level BP #jira UE-29618 Change 3078795 on 2016/08/05 by Andrew.Rodham Sequencer: Fixed spawnables not responding to blueprint reinstance events This ultimately left spawnable bindings broken, and an unreachable object in the world #jira UE-31635 Change 3078786 on 2016/08/05 by Robert.Manuszewski Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array. #jira UE-33872 Change 3078782 on 2016/08/05 by Andrew.Rodham Sequencer: Fixes to "Create Camera Here" functionality Fixed crash when undoing the "Create Camera Here" operation. Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly) Fixed issues when the cursor was outside of the play range #jira UE-33127 Change 3078737 on 2016/08/05 by Andrew.Rodham Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety #jira UE-34256 Change 3078722 on 2016/08/05 by Ben.Woodhouse Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481) #jira UE-34269 Change 3078620 on 2016/08/05 by Dmitriy.Dyomin Fixed: SunTemple geometry has rendering artifacts on low end devices [Android_Low] devices will use 'Low' material quality level #jira UE-22455 Change 3078584 on 2016/08/05 by James.Golding Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging) #jira UE-33675 Change 3078565 on 2016/08/05 by Jack.Porter Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer. #jira UE-33842 Change 3078564 on 2016/08/05 by James.Golding Fix display name for bSupportUVFromHitResults to fix missingspace #jira UE-34248 Change 3078542 on 2016/08/05 by Yannick.Lange VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked. #jira UE-32839 Change 3078541 on 2016/08/05 by Yannick.Lange VR Editor : Fix linux compile error from VREditorAvatarActor #jira UE-34215 Change 3078396 on 2016/08/04 by Max.Chen Sequencer: Invalidate playback context when map changes. #jira UE-34256 Change 3078291 on 2016/08/04 by Jeff.Campeau RHI compress/decompress return success/failure Failure falls back to software method D3D12 for Xbox One still needs implementation #jira UE-31363 Change 3078131 on 2016/08/04 by Chris.Babcock Deal with missing Android movie framerate by defaulting to 30 if not available #jira UE-34208 #ue4 #android Change 3078084 on 2016/08/04 by John.Billon Disabled AMD hacks Cvars that aren't needed anymore. #Jira UE-30772 Change 3078083 on 2016/08/04 by John.Billon Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets. Added a couple of more ensures when allocating render targets. Added log message when changing feature levels. #Jira UE-32536 #Jira UE-32204 Change 3078039 on 2016/08/04 by Josh.Adams - Fixed a case issue with Linux #jira UE-33478 Change 3078029 on 2016/08/04 by Ryan.Vance #jira UE-30989 We need to disable the hmd mask when down sampling to ensure valid input data for blur passes. Change 3078027 on 2016/08/04 by Lina.Halper Fix sequencer morphtarget displaying issue #code review:Max.Chen #jira: UE-28459 Change 3078012 on 2016/08/04 by mason.seay map and asset updates for testing UV hit detection #jira UE-29618 Change 3078009 on 2016/08/04 by Jamie.Dale Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading This prevents it being incorrectly set by other operations, such as counting memory used by font data. #jira UE-34252 Change 3078006 on 2016/08/04 by Mark.Satterthwaite Duplicate CL #3064008 & CL #3077412: Fix "iOS Metal-based build crashes at launch with sub-levels": - Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything. - To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects. - Fix validation error of texture reallocation on loading template projects under Metal. #jira UE-30847 Change 3078002 on 2016/08/04 by John.Billon Fixed LowLightMapQuality warning triggering with wrong conditions. #Jira UE-33237 Change 3078001 on 2016/08/04 by John.Billon Fixed a crash due to particle threading issues in packaged game. #Jira UE-32147 Change 3077989 on 2016/08/04 by Rolando.Caloca UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts. #jira UE-34218 Change 3077940 on 2016/08/04 by Jeff.Campeau Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir) Include copies of the VS2015 runtime and UCRT Change -applocaldir parameter to -applocaldirectory Stage to engine and project binaries paths (for crash reporter, etc.) #jira UE-33903 Change 3077936 on 2016/08/04 by Daniel.Wright DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject #jira UE-34183 Change 3077927 on 2016/08/04 by Lina.Halper Fix issue with morphtarget not working due to invalid guid #jira: UE-34077 Change 3077919 on 2016/08/04 by Daniel.Wright Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them #jira UE-34245 Change 3077877 on 2016/08/04 by Ori.Cohen Fix physical animation undo/redo not affecting linked bodies and constraints #JIRA UE-33987 Change 3077823 on 2016/08/04 by Ori.Cohen Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt) #JIRA UE-33985 Change 3077814 on 2016/08/04 by Uriel.Doyon Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all" #jira UE-34120 #review-3077812 Change 3077781 on 2016/08/04 by Max.Chen Sequencer: Fix crash in rotation key struct #jira UE-34155 Change 3077771 on 2016/08/04 by Lina.Halper Added const and removed auto #jira: UE-33023 Change 3077702 on 2016/08/04 by Daniel.Wright Copy - Planar reflection show flags can now be edited #jira UE-34229 Change 3077585 on 2016/08/04 by Ori.Cohen Fix spam when moving simulated skeletal mesh in the editor. #JIRA UE-34164 Change 3077532 on 2016/08/04 by Tom.Looman Fixed error in description of VR Template. #jira ue-33950 Change 3077517 on 2016/08/04 by Tom.Looman Fixed parsing error for FP_VirtualRealityBP #jira UE-34059 Change 3077493 on 2016/08/04 by Tom.Looman Updated Template description to remove GearVR reference and include more clear message on the two available maps. #jira UE-33950 Change 3077492 on 2016/08/04 by Tom.Looman Improvements to VR Template Fixed teleportation issue on both locomotion types (JIRA) Rebuilt navmesh for motioncontrollermap Added new WIP startermap to clarify the difference between the multiple levels. Added more comments and did some cleanup in BPs. #jira UE-33962 Change 3077491 on 2016/08/04 by Jurre.deBaare Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance #fix Pass in complete path to save material to instead of just the name #jira UE-34211 Change 3077481 on 2016/08/04 by Tom.Looman Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config) #jira ue-34143 Change 3077463 on 2016/08/04 by Ben.Woodhouse Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off. #jira UE-32843 Change 3077432 on 2016/08/04 by Steve.Robb Removal of Fortnite-specific setting which disables hot reload. #jira UE-33261 Change 3077380 on 2016/08/04 by Keith.Judge Fix for green reflection environment in some maps. - Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present() - Fixed a validation error when locking cube map faces which was causing them not to be updated. - Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error). - Added a GPU/CPU sync at the same point the PS4 code does. #jira UE-32086 Change 3077336 on 2016/08/04 by Mitchell.Wilson removed r.Streaming.PoolSize from DefaultEngine.ini Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning. #jira UE-30941 Change 3077275 on 2016/08/04 by Phillip.Kavan [UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop. #jira UE-29903 Change 3077119 on 2016/08/04 by Marc.Audy Use TickType All when in PIE #jira UE-18982 Change 3077108 on 2016/08/04 by Jon.Nabozny Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null. This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing. #jira UE-34032 Change 3077073 on 2016/08/04 by Jurre.deBaare bBlendOverlappingNormals does not seem to have an impact for Alembic importing #fix this wasn't being used in the normal calculation anymore so redundant #jira UE-34204 Change 3077059 on 2016/08/04 by Robert.Manuszewski Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split). #jira UE-34200 Change 3077024 on 2016/08/04 by Thomas.Sarkanen Added GetResourceSize to UDataAsset Data assets now correctly report their size. #jira UE-28851 - Fix mem reporting of DataTables Change 3077001 on 2016/08/04 by Andrew.Rodham Sequencer: Fixed sequencer adding spawnables into recorded worlds twice The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world. Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded. #jira UE-31422 Change 3076995 on 2016/08/04 by Matthew.Griffin Fixed Shadow Variable warning Change 3076974 on 2016/08/04 by Matthew.Griffin Added Node to build CrashReportClient for Linux that can be used by internal game targets Change 3076820 on 2016/08/04 by Max.Chen Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist). #jira UE-34199 Change 3076665 on 2016/08/03 by Dan.Oconnor Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false #jira UE-18982 Change 3076569 on 2016/08/03 by Chad.Taylor SteamVR GetOrthoProjection implementation to fix broken console rendering in VR #jira UE-21424 Change 3076556 on 2016/08/03 by Aaron.McLeran #jira UE-34154 PSVR Stereo assets are spatialized as MONO - All audio was routing through A3D lib regardless of if it was mono/stereo etc. - Fix is to only route audio that is mono and spatialized - Fixed some compile errors/shadow variables - Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library Change 3076546 on 2016/08/03 by Aaron.McLeran #jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves Implementing 3069092 in Release-4.13 - Not all active sounds have sound classes, was causing a crash #tests Run game with stat soundcues and not crash Change 3076512 on 2016/08/03 by Ben.Marsh Fix warning about UnrealTournament:true argument. Change 3076492 on 2016/08/03 by Daniel.Wright Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor. #jira UE-34177 Change 3076491 on 2016/08/03 by Daniel.Wright Marked the Forward Shading project setting as experimental for 4.13 #jira UE-34176 Change 3076490 on 2016/08/03 by Daniel.Wright Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible #jira UE-34175 Change 3076489 on 2016/08/03 by Daniel.Wright Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0 #jira UE-34174 Change 3076485 on 2016/08/03 by Daniel.Wright Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 #jira UE-34173 Change 3076440 on 2016/08/03 by Ryan.Vance #jira UE-34184 Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk. Adding Oculus 1.6 support. Change 3076399 on 2016/08/03 by Nick.Darnell Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior. #jira UE-34185 Change 3076397 on 2016/08/03 by Rolando.Caloca UE4.13 - hlslcc -Fix for hlsl length(float) #jira UE-32629 Change 3076337 on 2016/08/03 by mason.seay Test assets (and map for ensure bug) #jira UE-29618 Change 3076332 on 2016/08/03 by Peter.Sauerbrei fix for clang build errors #jira UE-34163 Change 3076326 on 2016/08/03 by Ryan.Vance #jira UE-32975 Using the wrong screen position in the base pass pixel shader with ISR. Change 3076309 on 2016/08/03 by Benjamin.Hyder Renaming TEST-LightingFeatures to TM-LightingFeatures #jira UE-29618 Change 3076299 on 2016/08/03 by Chad.Taylor Fix SteamVR lag in late-update fold child renderables. #jira UE-33928 Change 3076214 on 2016/08/03 by Mitchell.Wilson Resaving BluperintOffice level to resolve MikkTSpace warnings. Reimporting SM_GodRay_Plane to resolve cook warning. #jira UE-30064 Change 3076112 on 2016/08/03 by Max.Chen Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions) #jira UE-34167 Change 3076090 on 2016/08/03 by Marc.Audy Fix Mac compile error #jira UE-34163 Change 3076075 on 2016/08/03 by Jeremiah.Waldron Fixing comments documenting attribute in deleteFiles node for UPL #jira UE-34161 Change 3076034 on 2016/08/03 by Mitchell.Wilson Resaving Strategy Game maps to resolve MikkTSpace warnings. Resaving material in strategy game to resolve string asset reference warning. #jira UE-29720 Change 3076003 on 2016/08/03 by Mitchell.Wilson Resaving Elemental Demo levels to resolve MikkTSpace warnings. Resaving multiple materials to resolve String asset reference warnings. #jira UE-29679 Change 3075985 on 2016/08/03 by Jeremiah.Waldron Fixing UPL comments misnaming the deleteFiles node #jira UE-34161 Change 3075977 on 2016/08/03 by Maciej.Mroz #jira UE-30473 Moving child component in child blueprint forces parent to become dirty Duplicated from Dev-Blueprints CL 3075793 Change 3075959 on 2016/08/03 by Marc.Audy Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639) #jira UE-33921 Change 3075891 on 2016/08/03 by Chad.Taylor SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline. #jira UE-34142 Change 3075882 on 2016/08/03 by Dan.Oconnor Manually integrating 3073939 to address UE-19062 #jira UE-19062 Change 3075805 on 2016/08/03 by Marc.Audy Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803 #jira UE-18982 Change 3075803 on 2016/08/03 by Marc.Audy Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked #jira UE-18982 Change 3075761 on 2016/08/03 by Max.Preussner MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152) #jira UE-34152 Change 3075719 on 2016/08/03 by Chad.Taylor Blocker fix for binary editor crash on incorrectly used dll #jira UE-34142 Change 3075709 on 2016/08/03 by Jeremiah.Waldron Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor #android #jira UE-34149 Change 3075695 on 2016/08/03 by Jurre.deBaare Adding missing debug zlib dll #jira UE-123 Change 3075641 on 2016/08/03 by Jurre.deBaare Crash when re-importing alembic cache file several times #fix Always create a new object when importing #jira UE-34130 Change 3075609 on 2016/08/03 by Danny.Bouimad #jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does. Change 3075578 on 2016/08/03 by Mitchell.Wilson Updating attenuation settings for multiple sounds in Strategy Game. #jira UE-25828 Change 3075529 on 2016/08/03 by Trung.Le VREditor: Fxied foliage lasso select without pressing trigger #jira UE-33689 Change 3075502 on 2016/08/03 by Lee.Clark Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates. #jira UE-28549 Change 3075386 on 2016/08/03 by Robert.Manuszewski Fixing bulkdata using source data pointer as an archive instead of raw data when saving #jira UE-34132 Change 3075384 on 2016/08/03 by mason.seay AnimBP for crash bug #jira UE-29618 Change 3075350 on 2016/08/03 by Max.Chen Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections. #jira UE-30506 Change 3075327 on 2016/08/03 by Max.Chen Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport. #jira UE-34093 Change 3075313 on 2016/08/03 by Matthew.Griffin Tidied up hardcoded installed build includes so that they're all in one file with platform checks Added .dll.config files to CsCompile build products if they exist Change 3075133 on 2016/08/03 by Yannick.Lange VREditor : Original submit in Dev-VREditor = 3064489 - Fix crash when starting VREditor and then changing levels #jira UE-33766 Change 3075124 on 2016/08/03 by Thomas.Sarkanen Fixed undo/redo crash when editing anim blueprint defaults Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo. #jira UE-34024 - Crash undoing variable change in Animation Blueprint. Change 3075101 on 2016/08/03 by Matthew.Griffin Adding job to selectively build games in release branch Also adding documentation and localization to overnight build #jira UEB-688 Change 3075061 on 2016/08/03 by Yannick.Lange VR Editor : Original submit in Dev-VREditor = 3062883 - Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552 - Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509 - Fixed crash when enabling VR Editor in editor preferences without a HMD connected - Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553 - Avatar code refactor to its own actor class #jira UETOOL-812 #jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812 Change 3075059 on 2016/08/03 by Allan.Bentham Fall back to standard shadows when capsule shadows are not supported. #jira UE-33344 Change 3075045 on 2016/08/03 by Matthew.Griffin Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step Change 3074693 on 2016/08/02 by Dan.Oconnor Manually integrating 3070569 from Dev-Blueprints #jira UE-34119 Change 3074672 on 2016/08/02 by Dan.Oconnor Manually integrating 3061854 into 4.13 from Dev-Blueprints #jira UE-34119 Change 3074646 on 2016/08/02 by Aaron.McLeran #jira UE-34081 Implementing from Dev-Framework CL 3074325 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback - Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue). - Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread. - Implementing 3003851 from UT into Dev-Framework. Change 3074630 on 2016/08/02 by Brent.Pease UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16 UE-33200 - A movie isn't played on iOS occasionally. UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows + Give a more friendly error message when UHT fails with an invalid error code. #jira UE-23846 #jira UE-33200 #jira UE-32397 Change 3074590 on 2016/08/02 by Rolando.Caloca UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled). #jira UE-33694 Change 3074588 on 2016/08/02 by Chad.Taylor Update OpenVR SDK to v1.0.2 -Hooked up added aspect ratio and sort priority features to SteamVR stereo layers #jira UE-34115 Change 3074481 on 2016/08/02 by Ori.Cohen Make sure that new physical animation data defaults to 0 #JIRA UE-33678 Change 3074395 on 2016/08/02 by Ori.Cohen Fix duplication of physical animation profiles not duplicating data. Also fix undo redo not working for profiles. Fix editor not passing Duplicate change type #JIRA UE-33987, UE-33985 Change 3074392 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Reverting CL 3074177, since it introduced side-effects. Change 3074364 on 2016/08/02 by phillip.patterson Re-created UMG_Optimization for Test Cases #jira UE-29618 Change 3074346 on 2016/08/02 by Jurre.deBaare Potential DDC warning fix, remove non-existing values #jira UE-123 Change 3074289 on 2016/08/02 by Jeff.Fisher UEVR-13 PSVR: TCR Requirement Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed. -When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag. #jira UEVR-13 #review-3074209 @chad.taylor @nick.whiting Change 3074196 on 2016/08/02 by Martin.Wilson Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints) #jira UE-23453 Change 3074177 on 2016/08/02 by Alex.Delesky #jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint. Change 3074157 on 2016/08/02 by Ben.Marsh Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff. Change 3074132 on 2016/08/02 by Trung.Le VREditor: Fixed brush preview present while in foliage mode and hovering at UI #jira UE-33228 Change 3074131 on 2016/08/02 by Tom.Looman Fix for scalability build warnings in VR Template #jira ue-33325 Change 3074089 on 2016/08/02 by Kevin.Rushin QAGame - Added Foliage to TestMap #jira UE-29618 Change 3074067 on 2016/08/02 by Kevin.Rushin QAGame- Rebuilt Lighting #jira UE-29618 Change 3074063 on 2016/08/02 by Kevin.Rushin QAGame - Fix up VREditor Map to have more asset variation #jira UE-29618 Change 3074057 on 2016/08/02 by Andrew.Porter Deleting - UMG_Optimization #jira UE-29618 Change 3074040 on 2016/08/02 by Michael.Trepka On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized. #jira UE-31194 Change 3074008 on 2016/08/02 by Phillip.Patterson Renamed UMG_Invalidation to UMG_Optimization to better match test #jira UE-29618 Change 3073988 on 2016/08/02 by Mitchell.Wilson Updating starting camera location for Paper2d template to be consistant on both BP and Code version. #jira UE-32723 Change 3073966 on 2016/08/02 by Jurre.deBaare Alembic Cache Importer option for propagating matrix transformation does not work #fix Changed the flag combinations and overhauled the matrix retrieval/caching system #misc typo fix #jira UE-34066 Change 3073953 on 2016/08/02 by Lina.Halper Fixed static warning on null reference #jira: UE-33923 Change 3073951 on 2016/08/02 by Lina.Halper Fix GetRelativeTransform for negative scale #jira: UE-33380 Change 3073896 on 2016/08/02 by Alex.Delesky #jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor. #jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool Change 3073804 on 2016/08/02 by Jamie.Dale Fixed the detail panel trying to apply class customizations to structs This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor). #jira UE-32623 Change 3073803 on 2016/08/02 by Jurre.deBaare Morph target vertex mapping can be wrong with multi material caches #fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly #jira UE-34074 Change 3073788 on 2016/08/02 by Andrew.Rodham Sequencer: Added support for montage based animation CL#3061714 : Sequencer: Fixed anim trails not playing in full, sequencer-driven animation. There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly. CL#3063015 : Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback. CL#3068399 : Sequencer: Changed animation tracks to allow more animation types (such as anim montages) - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility #jira UE-34046 Change 3073787 on 2016/08/02 by Jurre.deBaare Handle failed Simplygon proxy mesh generation with error message instead of hard checks #fix Added a failed delegate along side the succesful delegate #jira UE-31990 Change 3073786 on 2016/08/02 by Jurre.deBaare Alembic importer crashes when not assets are generated #fix Prevented adding nullptr values to the array (now only contains valid entries) #jira UE-34065 Change 3073777 on 2016/08/02 by Jurre.deBaare User is able to give a Preview Scene Profile the same name as an existing profile #fix check changed profile name and append _duplicatedname if found to be matching an existing profile name #jira UE-34033 Change 3073775 on 2016/08/02 by Mitchell.Wilson Updating VehicleExampleMap for BP and Code templates to have consistant starting locations #jira UE-31281 Change 3073732 on 2016/08/02 by Rolando.Caloca DR - Fix crash when enabling gpu morph targets on non SM5 platforms #jira UE-34011 Change 3073706 on 2016/08/02 by Peter.Sauerbrei fix for no tvOS libraries in binary release for Win64 #jira UE-34076 Change 3073671 on 2016/08/02 by Allan.Bentham High quality mobile reflection captures are now blended in correct (linear) space. #jira UE-33915 Change 3073663 on 2016/08/02 by Peter.Sauerbrei fix for launch on failing for iOS in Binary #jira UE-34014 Change 3073662 on 2016/08/02 by Lee.Clark 4.13 - PS4 - Fix Media Player Audio cutting out #jira UE-33850 Change 3073616 on 2016/08/02 by Mark.Satterthwaite Duplicate CL #3073584 from Dev-Platform: Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture. #jira UE-32323 Change 3073592 on 2016/08/02 by Max.Chen Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state. #jira UE-33993 Change 3073585 on 2016/08/02 by Nick.Darnell Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures. #jira UE-34075 Change 3073575 on 2016/08/02 by Richard.TalbotWatkin Duplicating from Dev-Editor, CL 3057645 Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions. #jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server Change 3073542 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3072169. A couple of changes to the BSP code: * Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode. * Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices. #jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used #jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume Change 3073540 on 2016/08/02 by Matthew.Griffin Added Package Samples script behind a trigger to package samples for QA Removed submitter notifications from Launcher Samples nodes Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs #jira UEB-689 Change 3073511 on 2016/08/02 by Tom.Looman Removed object redirectors to fix build warning in VR Template #jira ue-33325 Change 3073458 on 2016/08/02 by Jurre.deBaare Update default preview scene ini and assets #fix deleted old sky texture and fixed BaseEditor.ini setup #jira UE-34063 Change 3073427 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3068585 Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX. #jira UE-34062 - SplineMesh collision can be generated incorrectly Change 3073421 on 2016/08/02 by James.Golding Resave PSD test assets in QAGame with proper version #jira UE-34061 Change 3073419 on 2016/08/02 by James.Golding Rename OrientationDriver to PoseDriver #jira UE-34015 Change 3073404 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor, CL 3057895 Mesh paint bugfixes and improvements. Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed. This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list. #jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab #jira UE-32279 - Editor crashes when reselecting a mesh in paint mode #jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75] #jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting Change 3073380 on 2016/08/02 by Richard.TalbotWatkin Fixed build error in unity builds. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. Change 3073343 on 2016/08/02 by Matthew.Griffin Whitelisting PS4 and XboxOne plugins for those platforms specifically #jira UE-33866 Change 3073338 on 2016/08/02 by Ben.Marsh When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins. Change 3073319 on 2016/08/02 by Maciej.Mroz #jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860 Manually integrated some fixes from Dev-Blueprints Change 3073311 on 2016/08/02 by Richard.TalbotWatkin Duplicated from Dev-Editor CL 3057868 Spline component improvements, both tools and runtime: - SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value. - The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding. - Added a custom version for SplineComponent and provded serialization fixes. - Added a details customization to SplineComponent to hide the raw FInterpCurve properties. - Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer. - Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending. - Allowed an explicit loop point to be specified for closed splines. - Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal. - Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key. - Fixed the logic which determines whether the UCS has modified the spline curves. - Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS. - Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype. - Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled. #jira UETOOL-766 - Spline tool improvements #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point #jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level) #jira UE-13082 - Users would like a snapping feature for splines #jira UE-13568 - Additional Spline Component Functionality #jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport. #jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport #jira UE-33669 - Crash in Dev-Editor Change 3073242 on 2016/08/02 by James.Golding Move physics state create/destroy delegates from BodyInstance to ActorComponent - Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected. - Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate. #jira UE-32768 Change 3072953 on 2016/08/01 by Uriel.Doyon Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures. #jira UE-34045 [CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
if (bAdvancedShowFlags)
{
EngineShowFlags.EnableAdvancedFeatures();
}
else
{
EngineShowFlags.DisableAdvancedFeatures();
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612) #lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3108929 on 2016/08/31 by Jon.Nabozny PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy) #jira UE-35260 Change 3108930 on 2016/08/31 by Jon.Nabozny Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback. #jira UE-33880 Change 3108934 on 2016/08/31 by Jon.Nabozny Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor. #jira UE-33051 Change 3108971 on 2016/08/31 by Jon.Nabozny Add missing URadialForceComponent.h changes from CR 3108930 Change 3109557 on 2016/09/01 by Thomas.Sarkanen Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework) Persona Upgrade Summary of changes: - Persona module is now a repository of re-usable components, rather than an asset editor in itself. - Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc). - Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture. - Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them. - Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.) - Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs. - Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances. - Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene. - We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport. - Removed old SAdditionalMeshesEditor as the new system replaces its functionality. - Added asset family shortcut bar (and IAssetFamily to support this). - Const corrected some engine functions. - Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash. - Padding, layouts and appearance of all editors have been polished. - Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording. - Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button). - Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred. - Removed sequence recorder from non-level editor windows. Change 3109628 on 2016/09/01 by Thomas.Sarkanen Fix non-unity build Change 3109639 on 2016/09/01 by Thomas.Sarkanen CIS fix: Monolithic non-editor builds Change 3109648 on 2016/09/01 by Thomas.Sarkanen Properly fix monolithic CIS this time Change 3109683 on 2016/09/01 by Thomas.Sarkanen Fix Mac editor CIS Change 3109689 on 2016/09/01 by Benn.Gallagher Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred. #jira UE-35353 Change 3109699 on 2016/09/01 by Thomas.Sarkanen More Mac Editor CIS fixes. Change 3109727 on 2016/09/01 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Change 3109758 on 2016/09/01 by Thomas.Sarkanen More Mac editor CIS fixes Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types. Change 3109829 on 2016/09/01 by Thomas.Sarkanen Fix crash when attaching slave components with differing bone counts Change 3111672 on 2016/09/02 by Thomas.Sarkanen Populated UV channels correctly Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction. Change 3111924 on 2016/09/02 by Martin.Wilson Clean up references to GetBoneTree and deprecate #jira UE-35525 Change 3112086 on 2016/09/02 by Martin.Wilson Fix pose flickering on LOD change when using Layered Blend by Bone node #Jira UE-35471 Change 3112097 on 2016/09/02 by Aaron.McLeran UE-35533 StopQuietest concurrency not resulting in sounds returning to play - Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop - Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do. Change 3112467 on 2016/09/02 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269 Change 3112604 on 2016/09/02 by Lina.Halper Fixed merge compile error Change 3113524 on 2016/09/05 by Thomas.Sarkanen Prevent invalid assets from causing crashes with asset families Store asset references as weak object ptrs as assets can go away underneath us. Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead. #jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset Change 3114118 on 2016/09/06 by Marc.Audy Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared #jira UE-32852 Change 3114201 on 2016/09/06 by Lina.Halper #ANMI: Moving animation curves from asset to skeleton - Backward compatibility - AnimCurve Viewer contains the setting of changing curve type - only material or morph would display. - Morphtarget curves are automatically set on loading - Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game - TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones - TODO: Linking curve to joint - TODO: Allow Layer blending to use this data to blend curves #Code review:Martin.Wilson, James.Golding #jira: UEFW-179 Change 3114391 on 2016/09/06 by Lina.Halper Build warning fix Change 3114399 on 2016/09/06 by Lina.Halper Fix build error. Change 3114403 on 2016/09/06 by Lina.Halper Attempt to fix build error Change 3114591 on 2016/09/06 by Lina.Halper Fix compile error Change 3114963 on 2016/09/06 by Lina.Halper Fixed crash on deleting skeleton when placed in the level #jira: UE-35601 Change 3114985 on 2016/09/06 by Lina.Halper Fix crash with copy pose mesh node not checking registered or not. #jira: UE-35602 Change 3115933 on 2016/09/07 by James.Golding UE-33251 - add 'restart required' to bSupportUVFromHitResults option Change 3116021 on 2016/09/07 by Marc.Audy Fix spelling de-auto NULL to nullptr minor optimization Change 3116046 on 2016/09/07 by James.Golding Move AnimNode_LegIK.h to Public and .cpp for Private Change 3116048 on 2016/09/07 by James.Golding UE-34640 Fix bogus tooltips for collision channels Change 3116050 on 2016/09/07 by James.Golding PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist) Change 3116060 on 2016/09/07 by Lina.Halper #ANIM: - Fix crash of setting multiple times in the same menu - Make sure you can set to original animation, and not break #jira: UE-35580 Change 3116064 on 2016/09/07 by James.Golding Fix missing change for LegIK file move Change 3116291 on 2016/09/07 by Marc.Audy FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed Change 3116590 on 2016/09/07 by Dan.Reynolds Audio Test Map Content WIP Change 3116649 on 2016/09/07 by mason.seay Updated map to test flying Change 3116712 on 2016/09/07 by dan.reynolds Test Content Update EQTest Map WIP Change 3117257 on 2016/09/08 by Benn.Gallagher Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona). Change 3117348 on 2016/09/08 by Benn.Gallagher Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance. #jira UEFW-180 Change 3117393 on 2016/09/08 by Benn.Gallagher Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes) #jira UE-34508 Change 3117507 on 2016/09/08 by Jurre.deBaare Streamline Persona Asset Browser #added ability to set whether or not a column should generate widgets in STableViews #added filtering code to SAssetview to allow for hiding/showing columns related to the asset type #added an ini path for saving the column filter state in SAnimationSequenceBrowser #jira UEFW-148 Change 3118003 on 2016/09/08 by mason.seay Updating meshes to use complex collision Change 3118020 on 2016/09/08 by Zak.Middleton #ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components. Change 3118437 on 2016/09/08 by Lina.Halper Fix grammar error #jira: UE-35729, UE-35730, UE-35729 Change 3118456 on 2016/09/08 by Lina.Halper Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner. Change 3118492 on 2016/09/08 by Aaron.McLeran Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework) Change 3118517 on 2016/09/08 by Lina.Halper Went back to original without spaces Change 3118711 on 2016/09/08 by Aaron.McLeran Fixing build errors with CL 3118492 Change 3118712 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 Change 3118745 on 2016/09/08 by Aaron.McLeran Fixing a build warning with CL 3118492 - Fixed init order in FSoundSource Change 3119201 on 2016/09/09 by Benn.Gallagher Fix static analysis warnings (Accessing nullptr), added check on the pointer #jira UE-35755 Change 3119338 on 2016/09/09 by Benn.Gallagher Fixed destructible import throwing out meshes where 1 or more submeshes are empty Change 3119371 on 2016/09/09 by Lina.Halper fix texts Change 3119453 on 2016/09/09 by Lina.Halper Change text style of the child montage instruction. #jira: UE-35144 Change 3119454 on 2016/09/09 by Lina.Halper Add option to open asset from context menu of the segment #jira: UE-35632 Change 3119457 on 2016/09/09 by mason.seay Updated maps and rebuilt lighting Change 3119584 on 2016/09/09 by Marc.Audy Support for new metadata ShowInnerProperties (written by Matt K) Change 3119667 on 2016/09/09 by Aaron.McLeran Fixing compile errors on Mac. - Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there Change 3119732 on 2016/09/09 by Aaron.McLeran Fixing clang compile error - Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment. Change 3119734 on 2016/09/09 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702 Change 3119787 on 2016/09/09 by Lina.Halper Move cached UID to required bone - removed skeleton cached UID list - removed skeletalmeshcomponent cached UID list - FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated - added versioning to up-to-date skeleton curve list with skeletalmeshcomponent #code review:Benn.Gallagher, Martin.Wilson Change 3119800 on 2016/09/09 by Aaron.McLeran Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework. Change 3120260 on 2016/09/09 by Marc.Audy Fix if statement Change 3120790 on 2016/09/12 by Thomas.Sarkanen Reordered skeletal mesh and animations in asset shortcut bar #jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP Change 3120793 on 2016/09/12 by Thomas.Sarkanen Improved fix for missing mesh details customization Improves on CL 3117257. Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports. Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab. Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart. Change 3120867 on 2016/09/12 by Marc.Audy Fix incorrect condition in for causing static analysis warning Change 3120900 on 2016/09/12 by mason.seay Actually build lighting this time Change 3120904 on 2016/09/12 by Thomas.Sarkanen Skeletons can now be deleted once opened (once more) Editable skeleton manager now holds onto weak ptrs instread of shared ptrs. Added logic to compact if weak ptrs are invalid. #jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor Change 3120927 on 2016/09/12 by Thomas.Sarkanen Details panel now shows selected items when re-opened Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI. #jira UE-35445 - Details tab in persona dosn't populate with information when first opened Change 3120979 on 2016/09/12 by Thomas.Sarkanen Re-added the ability to create pose assets This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor. #jira UE-35740 - Create Pose asset missing from create animation dropdown Change 3121208 on 2016/09/12 by Benn.Gallagher Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations. #jira UE-33216 Change 3121274 on 2016/09/12 by James.Golding PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel) #jira UE-29346 Change 3121276 on 2016/09/12 by James.Golding UE-33242 : Add option to copy morph target names to clipboard Change 3121278 on 2016/09/12 by James.Golding UE-33004 : Add proper commands for Curve Viewer Change 3121472 on 2016/09/12 by Zak.Middleton #ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached(). #jira UE-34482 Change 3121829 on 2016/09/12 by dan.reynolds Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB. Change 3122218 on 2016/09/12 by Aaron.McLeran Minor cleanup in XAudio2Source.cpp Change 3122823 on 2016/09/13 by Thomas.Sarkanen Fix incorrect camera offset when opening some skeletal meshes Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick. #jira UE-35550 - Persona camera is far away from some skeletal meshes Change 3122857 on 2016/09/13 by Lina.Halper Importing frame count issue with blendshapes - with this change when calculating sample rate, it checks blendshape curves. #jira: UE-27706 Change 3122992 on 2016/09/13 by Marc.Audy Child Actor Component now have an editable template * Template is stored as a child inside the child actor template * When gathering components for an actor, need to stop searching beyond any nested AActor #jira UEFW-125, UE-16474 Change 3123087 on 2016/09/13 by Marc.Audy Fix Child Actor Template being nulled out on template Change 3123170 on 2016/09/13 by mason.seay Updated test map to test SpawnEmitterAttached SnapToTarget settings UEENGQA-9268 Change 3123203 on 2016/09/13 by Marc.Audy Multi-select of child actor components allows editing of template properties Change 3123205 on 2016/09/13 by Marc.Audy Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property #author Matt.Kuhlenschmidt Change 3123422 on 2016/09/13 by Aaron.McLeran UE-35950 Fixing XboxOne spatialization - XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set. Change 3123484 on 2016/09/13 by Lina.Halper Fix animation frame UI issue - This now displays from [0, numframes -1] #jira: UE-33437 Change 3123500 on 2016/09/13 by Marc.Audy Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it #jira UE-35885 Change 3123549 on 2016/09/13 by Marc.Audy Fix warning message Change 3123581 on 2016/09/13 by Marc.Audy PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke) #jira UE-35424 Change 3123688 on 2016/09/13 by Ben.Zeigler Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly Change 3123768 on 2016/09/13 by Marc.Audy Go away auto NULL to nullptr Use ranged for instead of iterators Change 3123906 on 2016/09/13 by Aaron.McLeran UE-34615 Supporting Pausing Sounds on Audio Components Change 3123949 on 2016/09/13 by Aaron.McLeran UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0 Change 3124109 on 2016/09/13 by Aaron.McLeran UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite Change 3124137 on 2016/09/13 by Aaron.McLeran PR #2601: made looping sound waves searchable by the asset registry Change 3124396 on 2016/09/14 by James.Golding Allow anim node edit modes to work on all nodes, not just skel controls Change 3124498 on 2016/09/14 by Benn.Gallagher Added method to get swing and twist quaternions from FQuat #jira UE-34054 Change 3124504 on 2016/09/14 by James.Golding Missed a few references to SkeletalControlEditMode Change 3124508 on 2016/09/14 by James.Golding Fix function groupings in animnode editmode headers Change 3124625 on 2016/09/14 by james.cobbett Rebuilding lighting. Change 3124632 on 2016/09/14 by James.Golding UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset) - Converted PoseDriver from SkelControl to AnimNode - Added PoseDriverEditMode - Added debug drawing to show target poses and current ref position - Aded support for PoseDriver using translation instead of rotation - Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler Change 3124636 on 2016/09/14 by James.Golding Missed file Change 3124652 on 2016/09/14 by Marc.Audy Fix initialization order warning #jira UE-35980 Change 3124658 on 2016/09/14 by Marc.Audy Fix if statement #jira UE-35976 Change 3124685 on 2016/09/14 by James.Golding Move PoseDriver files from BoneControllers to AnimNodes folder Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private Change 3124690 on 2016/09/14 by James.Golding Missing header edit after file move Change 3124707 on 2016/09/14 by Danny.Bouimad Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone. Somehow this was undone. Change 3124954 on 2016/09/14 by Jurre.deBaare Import Alembic file gets editor crash #fix double check if Alembic isn't lying and there are no actual normals #misc fixed type in function signature #jira UE-35702 Change 3124980 on 2016/09/14 by Lina.Halper Tweak UI of child anim montage - removed padding, changed font size Change 3124981 on 2016/09/14 by Lina.Halper Changed text of keys to Frames Change 3124998 on 2016/09/14 by Lina.Halper Fix curve issue when evaluting with # of frames. #jira: UE-35782 Change 3125034 on 2016/09/14 by Aaron.McLeran Changes to 3123906 based on feedback from Marc Audy Change 3125109 on 2016/09/14 by Aaron.McLeran PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti) Change 3125184 on 2016/09/14 by Lukasz.Furman vehicle RVO fixes #ue4 Change 3125191 on 2016/09/14 by Lukasz.Furman added blueprint interface for component's navigation influence control #ue4 Change 3125348 on 2016/09/14 by Mason.Seay Added GamepadFaceButtonRight as an input mapping for Crouch Change 3125352 on 2016/09/14 by Lina.Halper #ANIM: Pose Asset - Insert pose support - made sure pose asset editor updates if the new pose is inserted. #jira: UE-32608 Change 3125413 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes. World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before. World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>. GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer. Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13 The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee Change 3125414 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Convert all internal templates to use GameModeBase Convert most sample games, ShooterGame and several legacy projects are still using GameMode Change 3125415 on 2016/09/14 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Internal game compile fixes needed to support GameMode refactor Fixed a few places that overrode StartNewPlayer to override new functions instead Change 3125438 on 2016/09/14 by Ben.Zeigler Log compile fix Change 3125460 on 2016/09/14 by Ben.Zeigler Another try at log compile issues Change 3125685 on 2016/09/14 by Aaron.McLeran Attempt to fix compile error Change 3125700 on 2016/09/14 by Aaron.McLeran UE-35958 Undo in sound cue editor does not undo looping changes. Issue was sound cues were not being flagged as transactional and ignoring undo transactions Change 3125857 on 2016/09/14 by Aaron.McLeran -Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system. -Changed to setting flag directly in NewObject line instead of calling SetFlags Change 3125888 on 2016/09/14 by Aaron.McLeran Adding call to super post load in USoundNode::PostLoad() Change 3125964 on 2016/09/14 by Aaron.McLeran Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files). Change 3125974 on 2016/09/14 by Aaron.McLeran UE-35892 Not loading audio data when in -nosound mode Change 3125983 on 2016/09/14 by Ben.Zeigler Better Nogore fix for lens effect Change 3125985 on 2016/09/14 by Ben.Zeigler Fix fortnite compile failure on mac, it was inside non instantiated template Change 3126409 on 2016/09/15 by Benn.Gallagher Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links. #jira UE-35657 Change 3126507 on 2016/09/15 by Thomas.Sarkanen Prevent crash when calling SetAnimationMode on a component with no skeletal mesh Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance. #jira UE-36003 - Crash playing Ocean Change 3126539 on 2016/09/15 by Marc.Audy Fix Win32 compilation error #jira UE-36018 Change 3126575 on 2016/09/15 by Marc.Audy Properly fix compile Change 3126635 on 2016/09/15 by Benn.Gallagher Fix for crash when setting collision responses on destructible components after they have been fractured. #jira UE-35604 Change 3126649 on 2016/09/15 by Lina.Halper - Fixed issue with updating cache UID List, so certain curves did not work. - Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID. Change 3126816 on 2016/09/15 by Lukasz.Furman Back out changelist 3125191 Change 3126903 on 2016/09/15 by Marc.Audy Fix !WITH_APEX compile errors from CL# 3126635 Change 3126908 on 2016/09/15 by Mieszko.Zielinski Added initialization of FBlackboardEntry properties #UE4 Change 3127081 on 2016/09/15 by Ben.Zeigler #jira UEFW-32 Game Mode Cleanup Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode. Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions. GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format. Fixed internal game ini files and added example to BaseEngine.ini Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL Change 3127102 on 2016/09/15 by Ben.Zeigler Crash fix if there is no deprecated config section Change 3127103 on 2016/09/15 by Aaron.McLeran UE-34100 audio playback of an individual source Change 3127109 on 2016/09/15 by Marc.Audy Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead Change 3127143 on 2016/09/15 by Aaron.McLeran Missing file in CL 3127103 Change 3127218 on 2016/09/15 by Ori.Cohen PR #2766: More vehicle stats for profiler (Contributed by DenizPiri) #JIRA UE-35564 Change 3127264 on 2016/09/15 by Aaron.McLeran Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent Change 3127285 on 2016/09/15 by Marc.Audy Make it easier to create an audio component that will exist across level transitions Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE) #jira UE-16451 Change 3127360 on 2016/09/15 by Marc.Audy Consolidate a few GetWorld()s Change 3127931 on 2016/09/16 by Benn.Gallagher Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh. #jira UE-36054 Change 3128001 on 2016/09/16 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918 Change 3128005 on 2016/09/16 by James.Cobbett #jira UE-29618 Submitting test assets Change 3128022 on 2016/09/16 by Lina.Halper Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch #jira: UE-27256 Change 3128044 on 2016/09/16 by James.Cobbett Submitting gamemode test asset Change 3128169 on 2016/09/16 by Mieszko.Zielinski Fixed couple of static analysis warnings in AI code #UE4 Change 3128430 on 2016/09/16 by Marc.Audy Fix infinite loop when running a pause frame with tick interval functions (4.13.1) #jira UE-36096 Change 3128558 on 2016/09/16 by Mieszko.Zielinski Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4 #jira UE-33036 Change 3128678 on 2016/09/16 by Jon.Nabozny #rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed. #rn This can be used to prevent the game from being exited. #jira UE-34123 Change 3128693 on 2016/09/16 by Marc.Audy Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused Change 3128753 on 2016/09/16 by Mieszko.Zielinski Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4 #jira UE-35852 Change 3128791 on 2016/09/16 by Marc.Audy PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF) Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked #jira UE-35719 Change 3128974 on 2016/09/16 by Mieszko.Zielinski Fixes to BB key synchronization #UE4 syncing between two BBs associated by a common parent now works Change 3128984 on 2016/09/16 by Jon.Nabozny Fix FConstraintBaseParams ContactDistance clamping. The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense. Change 3129010 on 2016/09/16 by Dan.Reynolds Updating developer folder content for external referencing Change 3129093 on 2016/09/16 by Ben.Zeigler #jira UE-35424 Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones Change 3129103 on 2016/09/16 by Marc.Audy Fix initialization order CIS warning Change 3129361 on 2016/09/16 by Dan.Reynolds Fixes to QASoundWaveProcedural.h Change 3129994 on 2016/09/19 by Thomas.Sarkanen Skeletal mesh to Static mesh conversion Added feature to convert selected actors' meshes into static meshes. Supports static and skeletal meshes. Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself. Added IHasPersonaToolkit interface that all of these editors implement. Added toolbar button to each Persona-based editor. Added level editor right-click menu option. Added CPU skinning path for cloth sections (non-SIMD for now). Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent. Moved a few structures around so CPU skinned renderdata is more readily exposed. #jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh Change 3130008 on 2016/09/19 by Benn.Gallagher Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible #jira UE-3687 Change 3130009 on 2016/09/19 by Thomas.Sarkanen Fixed static analysis warnings in Persona and AnimationBlueprintEditor Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways). Change 3130012 on 2016/09/19 by Thomas.Sarkanen CIS fix (implcit use of copy constructor) Change 3130016 on 2016/09/19 by Thomas.Sarkanen Mac CIS fix - forward declare some classes. Change 3130027 on 2016/09/19 by Thomas.Sarkanen Fix shadow variables found with Clang Change 3130044 on 2016/09/19 by Jurre.deBaare Improved Texture Merging using the Merge Actors Tool #feature added simple binning algorithm to be used with texture importance values #misc small array indexing copy-paste error #jira UE-33823 Change 3130068 on 2016/09/19 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803 Change 3130181 on 2016/09/19 by Jurre.deBaare G++ compile errors #fix array enum size requires cast to be valid Change 3130182 on 2016/09/19 by Jurre.deBaare Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently Change 3130250 on 2016/09/19 by Marc.Audy Fix flag check indicated by static analysis Change 3130256 on 2016/09/19 by Benn.Gallagher Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows. #jira UE-34796 Change 3130267 on 2016/09/19 by Marc.Audy Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes Change 3130551 on 2016/09/19 by Ben.Zeigler Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier Change 3130564 on 2016/09/19 by Jurre.deBaare More CIS fixes Change 3130572 on 2016/09/19 by Ben.Zeigler #jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes Change 3130586 on 2016/09/19 by Ben.Zeigler #jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different Change 3130587 on 2016/09/19 by Martin.Wilson Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage #jira UE-34798 Change 3130694 on 2016/09/19 by Ben.Zeigler #jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components Change 3130700 on 2016/09/19 by Ben.Zeigler #jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally Change 3130778 on 2016/09/19 by Dan.Reynolds WIP Content update for external referencing Change 3130812 on 2016/09/19 by Marc.Audy No longer use inconsistently applied bWantsBeginPlay #jira UE-21048 Change 3130876 on 2016/09/19 by Richard.Hinckley Fixing comments for documentation purposes. Change 3131076 on 2016/09/19 by Marc.Audy PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt) #jira UE-35625 Change 3131102 on 2016/09/19 by Richard.Hinckley Fixing typo that slipped through. Change 3131254 on 2016/09/19 by Ben.Zeigler #jira UE-36162 Remove bad game mode reference Change 3131396 on 2016/09/19 by Marc.Audy Undo CL# 3125974 to fix Fortnite crash until investigation can be done #jira -UE-36164 Change 3131846 on 2016/09/20 by Thomas.Sarkanen Recording now functional again in blendspace editor Blendspaces now use the anim editor base. Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before. Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time. Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class. #jira UE-35843 - Missing record option for Blendspaces Change 3131921 on 2016/09/20 by Thomas.Sarkanen Re-added anim slot manager tab Anim slot manager was not added back into the standalone editors when they were split up. #jira UE-35954 - Anim Slot Manager opens up to unrecognized tab Change 3131922 on 2016/09/20 by Thomas.Sarkanen Added 'dirty' indicator to asset shortcut bar #jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar Change 3131950 on 2016/09/20 by Thomas.Sarkanen Animation stepping now functions as it did previously Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this. #jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently Change 3131953 on 2016/09/20 by james.cobbett Updating test assets. Change 3132241 on 2016/09/20 by Martin.Wilson Fix crash when importing a pose to pose asset. #jira UE-36122 Change 3132417 on 2016/09/20 by Thomas.Sarkanen Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs) A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary. #jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid() Change 3132790 on 2016/09/20 by Ori.Cohen Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component #JIRA UE-35257 Change 3132795 on 2016/09/20 by Ori.Cohen Fix typo where enable swing drive was used for both swing and twist. #JIRA UE-35634 Change 3132838 on 2016/09/20 by Ori.Cohen Move flush deferred actor to EndPhysics #JIRA UE-35899 Change 3133088 on 2016/09/20 by Ori.Cohen Back out defer flush change. This requires more thought. Change 3133185 on 2016/09/20 by Wes.Hunt QoS Analytics providers now use the real final Data Router URL #jira UE-30655 Change 3133262 on 2016/09/20 by Wes.Hunt HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354. Change 3133266 on 2016/09/20 by Wes.Hunt Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354. Change 3133277 on 2016/09/20 by Chris.Evans !N Pose asset test Change 3133504 on 2016/09/20 by dan.reynolds Updating WIP Test Content Change 3133761 on 2016/09/21 by Thomas.Sarkanen Fixed 100% crash when killing a husk Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task. #jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards Change 3133766 on 2016/09/21 by Thomas.Sarkanen Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL. #jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint Change 3133774 on 2016/09/21 by Danny.Bouimad Translation Pose Driver test assets content/animation/posedrivertests Change 3133796 on 2016/09/21 by Thomas.Sarkanen Added metadata to remove "reset to default" button for certain properties Allows removal of the reset button without a cumbersome details customization. Fixes crash where a parent struct of an editfixedsize array was reset. #jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT Change 3133831 on 2016/09/21 by Jurre.deBaare Vert Color Background not contained to Asset's Viewport #fix Added a way to directly set the visibility of the floor/environment in the static mesh editor #jira UE-35052 Change 3133832 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number #fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well #jira UE-34629 Change 3133833 on 2016/09/21 by Jurre.deBaare Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0 #fix do not wrap around for non-looping negative sampling times :) #jira UE-34630 Change 3133834 on 2016/09/21 by Jurre.deBaare Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window #fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug) #jira UE-34303 Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint #fix recursively add child actor components to include all static meshes #jira UE-25187 Change 3133835 on 2016/09/21 by Jurre.deBaare Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman) #fix new mesh with removed bottom quad, allowing for see-through from below #jira UE-35022 Change 3133836 on 2016/09/21 by Jurre.deBaare It isn't clear when a profile is added to the Preview Scene Settings #fix selected profile now changes to newly added one #jira UE-33848 Change preview scene profile naming to validate name input in UI instead of PostEditChange #fix added ui feedback for duplicate naming #misc extra checks for having a correct profile name when adding a new profile #jira UE-34078 Adding Preview Scene Profile after Removing One duplicates the name of the last added profile #fix determine correct name by checking existing ones #jira UE-33898 Change 3133838 on 2016/09/21 by Jurre.deBaare Prevent preview scene assets being loaded in game (proper fix) #fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings #jira UE-36082 Change 3133839 on 2016/09/21 by Jurre.deBaare Moving over UE-35254 from 4.13.1 Change 3133840 on 2016/09/21 by Jurre.deBaare Moving over UE-35639 from 4.13.1 Change 3133844 on 2016/09/21 by Jurre.deBaare Alembic import causing a crash #jira UE-35551 #fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix #jira UE-35451 #fix handle case where we imported an empty object in the Geometry cache path #misc alembic importer signature change #misc typo in function signature Change 3133951 on 2016/09/21 by Mieszko.Zielinski Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4 Change 3134014 on 2016/09/21 by Jon.Nabozny #rn Ensure the runaway loop counter gets reset when processing parallel animation. #jira UE-33946 Change 3134032 on 2016/09/21 by Jurre.deBaare Remove comments Change 3134100 on 2016/09/21 by James.Golding UE-35300 Support UV traces for UV on BSP Change 3134103 on 2016/09/21 by Lukasz.Furman fixed NavLinkProxy not working correctly in PIE #jira UE-36194 Change 3134104 on 2016/09/21 by James.Golding UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts Change 3134106 on 2016/09/21 by James.Golding UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts Change 3134109 on 2016/09/21 by James.Golding UE-35813 Don't do srgb conversion for proc mesh vertex colors UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting Change 3134145 on 2016/09/21 by Mieszko.Zielinski Fixed persistent BB key changes not getting propagated to child BB assets #UE4 Change 3134296 on 2016/09/21 by Lukasz.Furman fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh copy of CL# 3133219 Change 3134390 on 2016/09/21 by mason.seay Blueprint for collision bug repro Change 3134517 on 2016/09/21 by Mieszko.Zielinski CIS fix #UE4 Change 3134746 on 2016/09/21 by Ben.Zeigler Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe Change 3134850 on 2016/09/21 by Ben.Zeigler Fix PlatformShowcase warnings Change 3134852 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107 Change 3134853 on 2016/09/21 by Marc.Audy Resolve of reimport portions Change 3134857 on 2016/09/21 by Marc.Audy Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework Change 3135002 on 2016/09/21 by Ori.Cohen Fix compiler errors Change 3135147 on 2016/09/21 by dan.reynolds AEOverview Test WIP Update Change 3135168 on 2016/09/21 by Wes.Hunt Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info. #jira UE-36211 Change 3135216 on 2016/09/21 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156 Change 3135238 on 2016/09/21 by Aaron.McLeran UE-36288 Fixing concurrency resolution stop quietest Change 3135257 on 2016/09/21 by Ben.Zeigler Fix Orion version of OnlineGameFramework plugin Change 3135258 on 2016/09/21 by Ben.Zeigler Other Orion GameMode fixes Change 3135290 on 2016/09/21 by dan.reynolds AEOverview test map skeleton complete with comments per Nick BB request Change 3135323 on 2016/09/21 by dan.reynolds Update to AEOverview test maps Change 3135385 on 2016/09/21 by Marc.Audy Fix static analysis warnings in automation tests Change 3135634 on 2016/09/22 by Thomas.Sarkanen Remove duplicated details customization Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use. Change 3135660 on 2016/09/22 by Thomas.Sarkanen CIS fix: Fixed deleted file still being included. Change 3135949 on 2016/09/22 by Thomas.Sarkanen Fixed (another) crash with invalid curve data when an anim instance is GCed Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case. #jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid() [CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
void FAnimationViewportClient::SetPlaybackSpeedMode(EAnimationPlaybackSpeeds::Type InMode)
{
AnimationPlaybackSpeedMode = InMode;
if (GetWorld())
{
GetWorld()->GetWorldSettings()->TimeDilation = EAnimationPlaybackSpeeds::Values[AnimationPlaybackSpeedMode];
}
}
EAnimationPlaybackSpeeds::Type FAnimationViewportClient::GetPlaybackSpeedMode() const
{
return AnimationPlaybackSpeedMode;
}
TSharedRef<FAnimationEditorPreviewScene> FAnimationViewportClient::GetAnimPreviewScene() const
{
return StaticCastSharedRef<FAnimationEditorPreviewScene>(GetPreviewScene());
}
IPersonaEditorModeManager& FAnimationViewportClient::GetPersonaModeManager() const
{
return *static_cast<IPersonaEditorModeManager*>(ModeTools);
}
void FAnimationViewportClient::HandleInvalidateViews()
{
Invalidate();
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3182087 on 2016/11/01 by Lina.Halper PR #2328: fix morph target weight application order. (Contributed by tmiv) - changed order of morphtarget application to be animation and THEN SetMorphTarget - made sure you could clear the weight also if SetMorphTarget to be 0.f #jira: UE-29999 Change 3182090 on 2016/11/01 by Lina.Halper Fix issue where import doesn't display any message when import type hasn't been detected Change 3182123 on 2016/11/01 by Wes.Hunt ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown. Change 3182177 on 2016/11/01 by Lina.Halper Fix not being able to modify Joint Target Location in detail panel #jira: UE-30900 Change 3182181 on 2016/11/01 by Ben.Zeigler Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init Some header cleanup Change 3182876 on 2016/11/02 by Danny.Bouimad Moving files Change 3182912 on 2016/11/02 by Thomas.Sarkanen Added access to the viewport client from IPersonaViewport Allows systems to hook into the state of the client. #jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails Change 3182927 on 2016/11/02 by Thomas.Sarkanen Initially select current asset in the asset family shortcut bar dropdown #jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does Change 3182970 on 2016/11/02 by Lukasz.Furman CIS fix for gameplay debugger copy of CL# 3165005 Change 3183123 on 2016/11/02 by Mieszko.Zielinski Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4 Change 3183310 on 2016/11/02 by Jurre.deBaare Blendspace changes: - Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp - Re-ordered blendspace.h/cpp - const correctness where possible - Removed unused code paths - Wrapped non-runtime code paths in WITH_EDITOR Blendspace editor refactor: - Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp - New Grid Widget class - Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase - SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase) Change 3183344 on 2016/11/02 by James.Golding UEFW-181 : Move PhysX vehicle support to a plugin - Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm) - Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene - TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure - Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs Change 3183351 on 2016/11/02 by Ben.Zeigler Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry Change 3183354 on 2016/11/02 by Ben.Zeigler Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved Change 3183383 on 2016/11/02 by Thomas.Sarkanen Persona camera fixes Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now). Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable. Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it). #jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor Change 3183409 on 2016/11/02 by Jon.Nabozny #rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable. #jira UE-35660 Change 3183625 on 2016/11/02 by James.Golding Hopeful fix for Mac CIS issue in PhysXVehiclesEditor Change 3183652 on 2016/11/02 by Ben.Zeigler Fix issue where commonly replicated tags didn't work if load from ini was turned off. Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted. Change 3183856 on 2016/11/02 by Richard.Hinckley #jira UEDOC-4006 Editing GameMode and GameState documentation (in Framework branch). Change 3183902 on 2016/11/02 by Mieszko.Zielinski Fixed EQS debug drawing not showing item labels #UE4 Proper implementation of CL#3183899 #jira UE-38122 Change 3183996 on 2016/11/02 by Jon.Nabozny Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536. Change 3184129 on 2016/11/02 by Ben.Zeigler #jira UE-38022 Move GameplayAbilities to a plugin. Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default #jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time #jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object Change 3184130 on 2016/11/02 by Ben.Zeigler Internal game fixups for moving gameplayabilities to a plugin Change 3184469 on 2016/11/02 by Ben.Zeigler Change abilities plugin to be more obviously unsupported Change 3184565 on 2016/11/02 by dan.reynolds AEOverview update with HRTF test map Change 3184800 on 2016/11/03 by Thomas.Sarkanen Added "Show Selected and Parents" to bone display options Also fixed mis-named menu section. #jira UE-35375 - Add 'selected bone and parents' option to Persona viewport Change 3184810 on 2016/11/03 by James.Golding Remove WoflPlat PhysX 3.3 and Apex 1.3 files Change 3184817 on 2016/11/03 by Thomas.Sarkanen Added facial animation support Added curve table to sound wave (internal or external). Added UI support for manipulating these. Improved curve table editor. - Editor can now display curves as well as tables. - Sparse keys are now properly supported (where keys are not presnet at some times in some curves). Added curve source interface. Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves. Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played. Added bulk importer plugin. This imports audio & FBX files and builds cuirve data into SoundWave assets. - Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves. - Added new support for importing curves to a curve table. Added preview of audio to Persona. - Added display, filtering and playback of sound waves from the anim sequence browser. - Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!) - Persona now uses an Actor rather than disparate components. - Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly. - Preview scene can now be manipulated by plugins etc. using a delegate when it is created. - Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'. #jira UEFW-7 - Routing Sound Curves to AnimBP #jira UEFW-5 - Support importing curves #jira UE-37950 - Spawn preview actor in animation editor Change 3184837 on 2016/11/03 by James.Golding PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri) #jira UE-37978 Change 3184847 on 2016/11/03 by Thomas.Sarkanen Fixed editor shutdown crash Dont try to save config when UObjects are all gone. Change 3184853 on 2016/11/03 by James.Golding Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead. Change 3184884 on 2016/11/03 by Thomas.Sarkanen Anim Blueprint thread safety is now checked in the compiler Added new metadata keys for classes and functions to describe their thread safety. Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage. Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.). Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc. CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out. #doc Added link to new section of AnimGraph page, which may benefit from images etc. #jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads. Change 3184886 on 2016/11/03 by Thomas.Sarkanen Content fixes for anim BP thread safety warnings Ocean: Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream. Odin: Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead. Fortnite: Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh Change 3184894 on 2016/11/03 by Thomas.Sarkanen Fix Mac CIS Change 3184951 on 2016/11/03 by Thomas.Sarkanen Fix CIS warning on clang platforms Change 3185176 on 2016/11/03 by James.Golding Hopeful fix for building PhysXVehicles plugin for mac Change 3185289 on 2016/11/03 by Alex.Delesky #jira UE-37773 - Updating the Gameplay Tags UI to allow for the following: -Addition of a tag with comments and a specific INI location -An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag -A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references) -Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified -Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array Change 3185331 on 2016/11/03 by Marc.Audy Remove duplicated condition from if Change 3185426 on 2016/11/03 by James.Golding Another attempt at fixing mac builds of PhysXVehicles plugin Change 3185487 on 2016/11/03 by James.Golding - Remove TireType assets from templates/sample, add TireConfigs instead - Make deprecated vehicle vars visible (but not editable), to help converting content - Change icon for PhysX vehicle plugin Change 3185520 on 2016/11/03 by James.Golding Trying yet again to fix Mac CIS! Change 3185542 on 2016/11/03 by Ben.Zeigler #jira UE-34086 Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent #jira UE-35652 Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate Change 3185570 on 2016/11/03 by Marc.Audy Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null. Remove some autos Change 3185749 on 2016/11/03 by dan.reynolds AEOverview test map addition: testing Virtual Voice Change 3185946 on 2016/11/03 by dan.reynolds AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps Change 3185972 on 2016/11/03 by Lina.Halper Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser #jira: UE-31890 #code review: Thomas.Sarkanen Change 3186043 on 2016/11/03 by Alex.Delesky #jira UE-37773 - Fixing some of the gameplay tags UI based on feedback -Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets -Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible -Tags with comments will now display both their name and their comment in tooltips Change 3186207 on 2016/11/03 by Alex.Delesky #jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names Change 3186321 on 2016/11/03 by Dan.Reynolds Removed deprecated test asset (BP_ProceduralSoundWaveTest) Change 3186740 on 2016/11/04 by Thomas.Sarkanen Removed FPersona and supporting classes Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more). #jira UEFW-222 - Remove FPersona Change 3186741 on 2016/11/04 by Thomas.Sarkanen Fix non-unity builds Change 3186755 on 2016/11/04 by Thomas.Sarkanen Prevent adding keys to read-only curves in curve tables Lock off the shift-LMB shortcut to add keys #jira UE-38210 - Crash trying to add a key to a curve table in curve view Change 3186798 on 2016/11/04 by James.Golding UE-37503 - Add FHitResult output to K2_LineTraceComponent Change 3186800 on 2016/11/04 by James.Golding - Remove deprecated collision functions in KismetSystemLibrary - Remove _NEW from collision function names, add redirectors - Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941) Change 3186989 on 2016/11/04 by James.Golding Fix CIS fail in Fortnte Change 3187081 on 2016/11/04 by Wes.Hunt EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125 Change 3187135 on 2016/11/04 by Jurre.deBaare Fix for incorrect framework version in blendspace serialization code. Change 3187682 on 2016/11/04 by Ben.Zeigler #jira UE-38289 Fix crash when replicated tag array is empty Change 3188113 on 2016/11/05 by Mieszko.Zielinski Removed a bunch of deprecated AI module functions #UE4 Cut-off point at v4.10 Change 3188119 on 2016/11/05 by Mieszko.Zielinski Deprecated AI functionality removal fallout fixes #UE4 Change 3188121 on 2016/11/05 by Mieszko.Zielinski PR #2883: Added a Cone EQS Generator (Contributed by orfeasel) Did some massaging on change. #jira UE-37685 Change 3188122 on 2016/11/05 by Mieszko.Zielinski Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4 Change 3188442 on 2016/11/07 by James.Golding Check in trace debug draw test map Change 3188463 on 2016/11/07 by james.cobbett Submitting Pose Snapshot test map and asset Change 3188618 on 2016/11/07 by Thomas.Sarkanen Expanded pose snapshot system Allows poses to be stored in variables. Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT. Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin. Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more. #jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with) Change 3188619 on 2016/11/07 by Thomas.Sarkanen Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h Change 3188642 on 2016/11/07 by Thomas.Sarkanen Added new test for pose variables Change 3188716 on 2016/11/07 by Ben.Zeigler #jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file Change 3189020 on 2016/11/07 by dan.reynolds Added a test map for Audio Volume Ambient Zone test for Play Sound at Location AVOverviewAZPlaySoundAtLocation Change 3189188 on 2016/11/07 by Jon.Nabozny Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp. #jira UE-36607 Change 3189199 on 2016/11/07 by Jon.Nabozny Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design. #jira UE-33038 Change 3189271 on 2016/11/07 by Aaron.McLeran UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module - Fixups for removals - Several bug fixes for sound classes Change 3189450 on 2016/11/07 by Aaron.McLeran Fixes for facial animation playback progress - Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms. - Allowing platforms to override to get a "sample accurate" playback time for platforms that are able. Change 3189507 on 2016/11/07 by Wes.Hunt * Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820 * Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it. * Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802 * Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811 * Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes. * Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808 * Removed GetUniqueDeviceId code from LauncherInstaller. * Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event. * Removed DeviceID from SessionStart analytics event. #FYI: justin.sargent, Chris.Wood, Wes.Fudala * Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers. * Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing. * Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it. Change 3190032 on 2016/11/08 by Wes.Hunt Fix a few places I forgot to deprecate regarding GetMacAddress. Change 3190107 on 2016/11/08 by Wes.Hunt Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way. Change 3190326 on 2016/11/08 by Aaron.McLeran Fixing CIS build warning Change 3190495 on 2016/11/08 by Jon.Nabozny Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent. #jira UE-37512 Change 3190566 on 2016/11/08 by Martin.Wilson Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons) #jira UE-27323 Change 3190631 on 2016/11/08 by Martin.Wilson Fix notify validation not triggering when using set time/set frame context menu options #jira UE-37857 Change 3190666 on 2016/11/08 by Martin.Wilson Add info about anim instance to additive warning #jira UE-35930 Change 3191290 on 2016/11/09 by Thomas.Sarkanen Fix skeleton tree selection disappearing when filtering changes Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework) Split SSkeletonTree into multiple files Items now derive from the common base class ISkeletonTreeItem. New skeleton tree item RTTI added modlled on the drag/drop RTTI. Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come). Item selection is now preserved on filter change. Filtering now (optionally) keeps the hierarchy in place. #jira UE-31017 - Skeleton Selection is Lost When Changing Filters Change 3191325 on 2016/11/09 by Thomas.Sarkanen Fix clang CIS Change 3191344 on 2016/11/09 by Thomas.Sarkanen More clang CIS fixes Change 3191345 on 2016/11/09 by Thomas.Sarkanen CIS fix: Missed another enum fwd declaration Change 3191374 on 2016/11/09 by Thomas.Sarkanen Remove 4.11 deprecated functions from animation systems Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways). #jira UE-35748 - Clean up 4.11 Deprecated functions Change 3191375 on 2016/11/09 by Thomas.Sarkanen Fixup Orion hero instance after deprecation Change 3191739 on 2016/11/09 by Marc.Audy PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor. Change 3191827 on 2016/11/09 by Marc.Audy Raw Input plugin allowing support of steering wheels and flightsticks #jira UEFW-237 Change 3191828 on 2016/11/09 by Ben.Zeigler #jira UE-38384 Comment cleanup for gameplay tag library Change 3191889 on 2016/11/09 by Ben.Zeigler #jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control If a settings file does not yet exist on disk, also try adding to source control after writing it Change 3191911 on 2016/11/09 by Marc.Audy Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game. #jira UEFW-237 Change 3191915 on 2016/11/09 by Marc.Audy Provide useful tooltips for raw input setting properties #jira UEFW-237 Change 3192039 on 2016/11/09 by dan.reynolds AEOverview Update - Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap - Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes Change 3192059 on 2016/11/09 by Martin.Wilson Fix montage thumbnail rendering with ref pose #jira UE-35578 Change 3192065 on 2016/11/09 by Martin.Wilson Widen bone reference widget to give a better view of the name and added full name to tooltip #jira UE-36264 Change 3192217 on 2016/11/09 by Martin.Wilson Auto selected current bone when opening bone reference tree #Jira UE-36264 Change 3192332 on 2016/11/09 by Marc.Audy Fix RawInput compiling when WITH_EDITOR is false #jira UE-38433 Change 3193061 on 2016/11/10 by Thomas.Sarkanen Marked facial animation plugin & component as experimental/beta Change 3193072 on 2016/11/10 by Martin.Wilson Correct reference skeleton fix up order Change 3193112 on 2016/11/10 by Danny.Bouimad Pesudo hair asset usintphat for testing Change 3193243 on 2016/11/10 by Martin.Wilson Fix removal of USkeleton bone tree entries #Jira UE-37363 Change 3193249 on 2016/11/10 by Marc.Audy Raw input compile fixes: Fix additional not with_editor compile issues Fix static analysis warnings #jira UE-38433 Change 3193558 on 2016/11/10 by Martin.Wilson Move "Number of Curves" label creation to attribute so that it updates dynamically #jira UE-26767 Change 3193664 on 2016/11/10 by Marc.Audy PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing) #jira UE-38436 Change 3193719 on 2016/11/10 by Lukasz.Furman fixed vertical jitter in replicated NavWalking movement #jira UE-33260 Change 3193802 on 2016/11/10 by Marc.Audy Remove some autos, fix NULL to nullptr, call GetWorld just once Change 3193809 on 2016/11/10 by Marc.Audy Fix Mac CIS compile error #jira UE-38501 Change 3194053 on 2016/11/10 by Aaron.McLeran Fixed crash on shutdown when using audio mixer - Switching audio mixer to use a runnable thread rather than async tasks - Fixed issue where audio buffers weren't taking ownership of wave data Change 3194057 on 2016/11/10 by Aaron.McLeran Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files. - Added support for 8 channel source files. Change 3194070 on 2016/11/10 by Aaron.McLeran Fixing stupid compile error Change 3194779 on 2016/11/11 by Jon.Nabozny Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume. Missed the '=true' portion. Change 3194967 on 2016/11/11 by Mieszko.Zielinski PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher) #jira UE-38443 #jira UE-30906 Change 3195741 on 2016/11/11 by Ben.Zeigler #UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures Change 3196655 on 2016/11/14 by Marc.Audy Remove pointless remove/adds from Odin DefaultEngine.ini. This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to #jira UE-38562 Change 3196678 on 2016/11/14 by Lukasz.Furman pass on gameplay debugger's EQS category copy of CL# 3195071, 3195152, 3196617 with local fixes Change 3196700 on 2016/11/14 by Ben.Zeigler #jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows Change 3196719 on 2016/11/14 by Thomas.Sarkanen Added extra output to anim BP compiler when a blueprint function call is used This allows us to give more info to users when unsafe things (like blueprint functions) are used. Change 3196799 on 2016/11/14 by Jurre.deBaare Fix for blendspace tooltip crash #fix Check before dereferencing animation ptr on samples :) Change 3196971 on 2016/11/14 by Lukasz.Furman replaced hardcoded value for pathfollowing's focal point distance with a parameter #ue4 Change 3196994 on 2016/11/14 by Marc.Audy Slightly improve performance of boolean check Change 3197768 on 2016/11/14 by dan.reynolds AEOverview Stage 2 WIP - Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.) - Added Categorization menu to Main staging map to help sorting maps by category - Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically. Change 3197782 on 2016/11/14 by dan.reynolds AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP Change 3197801 on 2016/11/14 by dan.reynolds AEOverviewMain Stage 2 WIP: - Added Select All Buttom to select all loaded menu items Change 3197988 on 2016/11/15 by Thomas.Sarkanen Add the ability to use incompatible meshes with snapshots We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh. No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads. #jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies Change 3198062 on 2016/11/15 by Thomas.Sarkanen Disabled threaded update on various anim blueprints to remove cook warnings #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198071 on 2016/11/15 by Thomas.Sarkanen Fix default values not being available to change post anim BP compilation Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it). #jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected Change 3198082 on 2016/11/15 by Jurre.deBaare CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes #fix UI and ClampMin to 1 #jira UE-38587 Change 3198138 on 2016/11/15 by Thomas.Sarkanen Expose montage functions to Blueprint Made sure to flag appropriate functions as not thread safe. Also const-corrected a few functions that should be. Github #2918: Blueprint Callable Montage Set/Get Position #jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position Change 3198141 on 2016/11/15 by Jurre.deBaare Crash from generated Merged Actor with no created lightmap UV #fix Always flag UV channel 0 to be occupied #jira UE-38520 Change 3198420 on 2016/11/15 by Thomas.Sarkanen Move thread-safety check flags to the UAnimBlueprint Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load. Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues. #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198485 on 2016/11/15 by Thomas.Sarkanen Properly fix compile-on-load/cook warnings about anim blueprint thread safety Content only re-save. #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198622 on 2016/11/15 by Ben.Zeigler #jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature [CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
void FAnimationViewportClient::HandleFocusViews()
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3281394 on 2017/02/01 by Chad.Garyet one more try on the name here, with the extension this time Change 3286009 on 2017/02/03 by Jon.Nabozny Fix SkelMeshMerge duplicating Skeleton sockets. #jira UE-39690 Change 3288374 on 2017/02/06 by Jon.Nabozny Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial Change 3288640 on 2017/02/06 by Jon.Nabozny #rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints. #jira UE-40261 Change 3288978 on 2017/02/06 by Jon.Nabozny Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes. Change 3290332 on 2017/02/07 by Marc.Audy Add AnimPhys object version Change 3290753 on 2017/02/07 by Jon.Nabozny Update CoM documentation for CoM offset. #jira UE-40136 Change 3290783 on 2017/02/07 by Jon.Nabozny Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated. #jira UE-39820 Change 3292286 on 2017/02/08 by Jon.Nabozny Fix OSSNull query filtering. #codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon #jira: UE-37512 Change 3294138 on 2017/02/09 by Thomas.Sarkanen Add more descriptive name for sub-struct members in property tracks Change 3294139 on 2017/02/09 by Thomas.Sarkanen Moving to individual structs for limbs Change 3294140 on 2017/02/09 by Thomas.Sarkanen Updated base human asset to reflect limb changes Updated map to just contain the mannequin for now Updated Sequence to contain some default IK keys Change 3294178 on 2017/02/09 by Thomas.Sarkanen Fix shadow variable warning Change 3294554 on 2017/02/09 by Thomas.Sarkanen Fixed persistent limb drift issues with non-participant bones Still have rotational drift with IK chain nodes (still to fix). Also fixes the addition of initial keys on binding when animating. Also fixes not being able to pick the widget sometimes when picking nodes in the tree. Change 3294826 on 2017/02/09 by Chad.Garyet fixing up busted defaultvalues on physx and precompiled binaries Change 3294827 on 2017/02/09 by Thomas.Sarkanen CIS fixes for non-editor and monolithic builds Change 3296363 on 2017/02/10 by Thomas.Sarkanen Fix bone drifting Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change. Also optimized the hierarchy API a little & prevented excess work when nothing changes. Change 3296393 on 2017/02/10 by James.Golding Add support for clicking on PoseDriver targets in viewport Change 3296465 on 2017/02/10 by Thomas.Sarkanen Removed component visualizer (no longer used) Change 3296467 on 2017/02/10 by Thomas.Sarkanen Fixed extra keys being made when switching IK/FK mode. Now we only key on user action. Added ability to hide nodes (advanced setting) and manipualtors (on playback) Change 3296554 on 2017/02/10 by Thomas.Sarkanen Fixed up some workflow issues Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately. Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition. Change 3296621 on 2017/02/10 by Thomas.Sarkanen Added ability to specify manipulator type when adding Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now Also tweaked default extents for box manipulators. Change 3296622 on 2017/02/10 by Thomas.Sarkanen Changed FK manipulators to boxes Change 3296740 on 2017/02/10 by James.Golding Added bOnlyDriveSelectedBones option to PoseDriver Change 3296957 on 2017/02/10 by James.Golding Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array Change 3297092 on 2017/02/10 by Jon.Nabozny #rn Fix InstancedStaticMesh not properly creating physics state when Stationary. #JIRA UE-39876 Change 3297160 on 2017/02/10 by Ori.Cohen Temp fix for physx immediate mode crashing when 0 rows are generated. Change 3297203 on 2017/02/10 by Ori.Cohen Temp fix for immediate mode crash when free joints are batched together #JIRA UE-41026 Change 3297326 on 2017/02/10 by Jon.Nabozny PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson) Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase. #JIRA UE-38981 Change 3297618 on 2017/02/10 by Charles.Anderson Arcblade - GDC - Created a new mor polished Phat for this. Probably not gonna use it. - Created a Ragdoll asset. Need to talk to Ori about getting it working better. Change 3297799 on 2017/02/10 by mason.seay Test map for testing audio attenuation Change 3297940 on 2017/02/10 by Jon.Nabozny #rn Fix ConstraintComponentVisualizer with AngularOffset. Needed to apply local transform before world. #JIRA UE-39597 Change 3297947 on 2017/02/10 by Chad.Garyet adding automated test build option Change 3299203 on 2017/02/13 by Thomas.Sarkanen Fixed local coord system issues with rotation (etc). Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation. Fixed up to allow for animating actors with transformed skeletal mesh components. Also added some proximity scaling to manipulators. Change 3299220 on 2017/02/13 by Thomas.Sarkanen Fixed CIS missing include Change 3299343 on 2017/02/13 by Lina.Halper Spine twist/roll check in - control points are disabled #rb: Thomas.Sarkanen Change 3299388 on 2017/02/13 by James.Cobbett Updating QA-Physics map Change 3299518 on 2017/02/13 by Lina.Halper fix build issue #rb: none Change 3299701 on 2017/02/13 by Ori.Cohen Add finer grain physx stat information. Change 3299894 on 2017/02/13 by Ori.Cohen Added LOD support for immediate mode physics Change 3299906 on 2017/02/13 by James.Cobbett Updating QA-Collision map with new test scenarios Change 3299962 on 2017/02/13 by Ori.Cohen Fix shadow warning Change 3300100 on 2017/02/13 by Lina.Halper - renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense - enable control point reading part - twist/roll controll is localspace reader - BaseHuman #rb: none #code review:Thomas.Sarkanen Change 3300206 on 2017/02/13 by Ori.Cohen Rename Ragdoll node to RigidBody node Change 3300899 on 2017/02/13 by Alan.Noon Migrating Paragon Origin and Origin Small maps content. Change 3301279 on 2017/02/14 by Jurre.deBaare Mesh paint refactor Change 3301288 on 2017/02/14 by Jurre.deBaare Incremental CIS fixes Change 3301290 on 2017/02/14 by Jurre.deBaare Another CIS fix Change 3301311 on 2017/02/14 by Thomas.Sarkanen Fixed non-editor builds Change 3301313 on 2017/02/14 by Jurre.deBaare More CIS fixes Change 3301315 on 2017/02/14 by Jurre.deBaare Include CIS fix Change 3301333 on 2017/02/14 by Jurre.deBaare Non-Unity CIS fixes Change 3301388 on 2017/02/14 by Benn.Gallagher CIS fix for cloth create panel Change 3301445 on 2017/02/14 by Benn.Gallagher Last few changes over from the mesh paint branch hooked up LOD dropdown box Moved asset selection out of details panel Change 3301527 on 2017/02/14 by mason.seay Deleting unneeded map Change 3301531 on 2017/02/14 by mason.seay Renaming Map to fix naming scheme Change 3301558 on 2017/02/14 by Ori.Cohen Fix physx stats not being counted properly as we were not using static data. Change 3301604 on 2017/02/14 by Ori.Cohen Fix static analysis warning Change 3301615 on 2017/02/14 by Jurre.deBaare All. The. CIS. Fixes Change 3301630 on 2017/02/14 by mason.seay Updating Map for testing Change 3301697 on 2017/02/14 by mason.seay Final change to map Change 3301734 on 2017/02/14 by Jurre.deBaare - Crash CTRL-Z when having cloth painter and paint mode open - Fill action not being undo-able - Import vertex colors should default to to-instance - Paint mode buttons in level painter are now toggle buttons (clarifies UI for user) Change 3301763 on 2017/02/14 by Jurre.deBaare - Fix for asset without engine version - Fix for crash due to missing skeletal mesh permutation in mesh paint view modes Change 3302421 on 2017/02/14 by Lina.Halper Fixed issue where spline gets incorrect position when it has many control points. #rb: Thomas.Sarkanen Change 3302667 on 2017/02/14 by Lina.Halper - added spine control points to work - FK/IK switch isn't working great yet. Don't try - disabled all twist/roll handling since control point itself can twist also and they were conflicting each other - added option to add fk nodes, change parnets - fixed issue with drawing skeleton drawing, when parents weren't added yet. - Added neck/head/body control #code review: Thomas.Sarkanen #rb: none Change 3303200 on 2017/02/14 by Alan.Noon Collision shapes for Immediate Mode Ragdolls Change 3303201 on 2017/02/14 by Alan.Noon Adding Origin, Full Map Change 3303477 on 2017/02/15 by James.Golding Add Get and SetComponentForAxis to FVector and FRotator Change 3303478 on 2017/02/15 by James.Golding Add support for multiple source bones to PoseDriver Change 3303480 on 2017/02/15 by James.Golding Added per-scene frame number, handles cases like motion blur caching. Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients. (Original author Chris.Bunner) Change 3303513 on 2017/02/15 by Jurre.deBaare CIS: Linux file name case fixes and incorrect pragma once Change 3303576 on 2017/02/15 by Thomas.Sarkanen Sub-sequence sections can now override how they instance their template Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case. Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced. Added access for FMovieSceneEvaluationTrack::ChildTemplates. Change 3303578 on 2017/02/15 by Thomas.Sarkanen Rich curves can now be transformed post-copy correctly Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve. Change 3303579 on 2017/02/15 by Thomas.Sarkanen Added GetLinkNode to complement SetLinkNode in FAnimNode_Base Change 3303580 on 2017/02/15 by Thomas.Sarkanen Made the logic around when sub-tracks can be primed for recording more specific Prevents rig control sub tracks form being able to be primed. Change 3303581 on 2017/02/15 by Thomas.Sarkanen Allowing alpha on rig tracks to work Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag. Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too). Moved anim node to local space (now it is just derived form FAnimNode_Base). Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order. Change 3303582 on 2017/02/15 by Thomas.Sarkanen Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only Also fixed crash in property chain iteration (for non-existent array properties) Change 3303594 on 2017/02/15 by Jurre.deBaare Fix for crash on deleting painted actors Change 3303636 on 2017/02/15 by Lina.Halper -remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore. This will move to editor menu soon. #rb: none Change 3303648 on 2017/02/15 by Martin.Wilson Fix reimport crashes if the animation uses additive transform tracks. #jira UE-41929 #jira UE-41921 Change 3303652 on 2017/02/15 by Benn.Gallagher Added merged Ice mesh with new simulation mesh to match mesh from APEX version. Change 3303660 on 2017/02/15 by Benn.Gallagher map update for clothing demo Change 3303662 on 2017/02/15 by Benn.Gallagher State machine update for Ice anim Change 3303676 on 2017/02/15 by mason.seay Adjusted sound actor location Change 3303689 on 2017/02/15 by Benn.Gallagher Updated Ice mesh to have clothing present on the back part of the dress Change 3303691 on 2017/02/15 by Jurre.deBaare CIS fixes for pose driver details Change 3303704 on 2017/02/15 by Lina.Halper Add FK limb links - enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins #rb:none Change 3303716 on 2017/02/15 by Thomas.Sarkanen Updated manipulators to always draw in front of the mesh Added material & enabled content for the plugin. Change 3303730 on 2017/02/15 by thomas.sarkanen Resaving manipulator material with correct engine version Change 3303754 on 2017/02/15 by Thomas.Sarkanen Fix manipulators popping to max size when manipulating Change 3303835 on 2017/02/15 by Thomas.Sarkanen Fix hitch by not displaying spawned objects if we dont have a sequence focused. Change 3303843 on 2017/02/15 by Lina.Halper Added normalize rotation on inputs/outputs #code review: Thomas.Sarkanen #rb: none Change 3303916 on 2017/02/15 by Jurre.deBaare CIS: Linux incorrect pragma once Change 3304084 on 2017/02/15 by James.Golding Update pose driver test after addition of multi-bone input Change 3304188 on 2017/02/15 by James.Golding Add custom remap curve option per-target in PoseDriver Change 3304189 on 2017/02/15 by James.Golding Fix CIS for ControlManipulator.cpp Change 3304210 on 2017/02/15 by Alan.Noon Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol Change 3304327 on 2017/02/15 by Alan.Noon Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P Change 3304337 on 2017/02/15 by Alan.Noon renamed minion demo level for GDC Change 3304508 on 2017/02/15 by Lina.Halper - You can see constraints in the tree view (full edit mode) - YOu can add or update constraints (using update constraints button) - You can delete constraints - Cleaned up constraints interface #rb: none #code review: Thomas.Sarkanen Change 3304537 on 2017/02/15 by chris.evans !N Initial PSD test [chrise] Change 3304551 on 2017/02/15 by James.Golding Fix missing 'break's from SetComponentForAxis in FVector and FRotator Change 3304570 on 2017/02/15 by Chris.Evans !N Source assets for psd test #RB none Change 3304964 on 2017/02/15 by Lina.Halper fix build issue #code review: James.Golding #rb: none Change 3304998 on 2017/02/15 by Chris.Evans !B Checking in correct FBX #RB none Change 3305314 on 2017/02/15 by chris.evans !N Adding materials driven !N Adding 'simulation' animation which simulates the driven result Change 3305355 on 2017/02/15 by chris.evans !N Initial test shoulder pose Change 3305357 on 2017/02/15 by chris.evans !N Initial Mambo shoulder ROM Change 3305446 on 2017/02/15 by Lina.Halper fixed CIS error #rb: none #code review: Thomas.Sarkanen Change 3305768 on 2017/02/16 by Jurre.deBaare CIS: Clang compile errors Change 3305857 on 2017/02/16 by thomas.sarkanen Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat. Change 3305907 on 2017/02/16 by Thomas.Sarkanen Fix hitches on selection of multiple keys Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later). Dont force the details panel to refresh if nothing has changed. Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track. Change 3305910 on 2017/02/16 by Thomas.Sarkanen Allow multiple instances ot the same parameterized subsequence to exist and function correctly Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section. Editor only right now - cooked builds are still to come Change 3305911 on 2017/02/16 by Thomas.Sarkanen Fix NaNs from uninitialized poses Change 3305922 on 2017/02/16 by Thomas.Sarkanen BuiltData for Origin_Small_P Change 3305927 on 2017/02/16 by Thomas.Sarkanen Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder Added some test assets Change 3305928 on 2017/02/16 by Thomas.Sarkanen Dont select actors when we bind to them Selection can sometimes look bad and obscure the character. Change 3306118 on 2017/02/16 by Thomas.Sarkanen CIS fix Change 3306230 on 2017/02/16 by Jurre.deBaare CIS fix for linking errors on specific platforms #test compile PS4 OrionGame Change 3306378 on 2017/02/16 by Martin.Wilson First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway) - Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya) - Live Link Interface (editor module with interface files) - Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins) - Live Link (experiemental plugin that contains editor part of live link system) Change 3306388 on 2017/02/16 by Lina.Halper - build issue fix - also tweaked display name to display only node name in editing mode #rb: none Change 3306455 on 2017/02/16 by Jon.Nabozny #rn Perf improvements to FAnimNode_RigidBody. Cache bounds to prevent unnecessary overlap updates. Move overlaps off game thread. Change 3306591 on 2017/02/16 by Martin.Wilson Updates to live link - Copyright changes (some were still 2016) - Rename BlankMayaPlugin to LiveLinkMayaPlugin Change 3306907 on 2017/02/16 by Jon.Nabozny MinionDemo Content Perf Pass. Change 3306914 on 2017/02/16 by Thomas.Sarkanen Back out changelist 3305857 and 3305922 Reverts particle system changes to Origin_Small_P Change 3306942 on 2017/02/16 by Martin.Wilson Live link demo content -Feng mao mesh that matches maya scene - LiveLinkGDC Map - Beginning of camera control sequencer Change 3307154 on 2017/02/16 by Alan.Noon Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials Change 3307382 on 2017/02/16 by Martin.Wilson Fix CIS (Add virtual destructor to ILiveLinkSource) Change 3307497 on 2017/02/16 by chris.evans !N Moving mats Change 3307541 on 2017/02/16 by Chris.Evans !B Rebuilding test assets with new skeleton Change 3307873 on 2017/02/16 by Chris.Evans !N Mambo updates Change 3307875 on 2017/02/16 by Chris.Evans !R Update to blueprint Change 3308030 on 2017/02/16 by Alan.Noon Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps. Change 3308246 on 2017/02/16 by Alan.Noon Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh Change 3308470 on 2017/02/16 by Lina.Halper - make sure all are hooked up properly to pelvis and spine_03 - no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints - make sure end effector rotation is modifying IK's last chain rotation - had to hack for saving offset for IK/FK switch mode but it works fine - fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix. #rb:none #code review: Thomas.Sarkanen Change 3308764 on 2017/02/17 by Jurre.deBaare Fix for non-unity Orion game build Change 3308774 on 2017/02/17 by Thomas.Sarkanen Added multi-selection of manipulators Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself. Also fixed manipulators drawing in front of widget Changed manipualtors to be world-relative rather than screen relative scaled. Tweaked proximity to be stateful so we only highlight the closest node Also fixed slow FPS when dragging. Change 3308802 on 2017/02/17 by James.Golding Fix 'apply custom curve' for pose driver targets being on by default Change 3308824 on 2017/02/17 by Lina.Halper Fix build issue #code review:Thomas.Sarkanen #rb: none Change 3308851 on 2017/02/17 by James.Golding Add new control manipulator picking UI Change 3308863 on 2017/02/17 by Martin.Wilson Enable Live Link plugin in AnimTechDemo Change 3308880 on 2017/02/17 by Thomas.Sarkanen Getting instanced subsequences working in cooked builds Change 3309009 on 2017/02/17 by Benn.Gallagher Mask support and UI, not hooked up to painter yet Added clothing tools experimental flag and hooked up Change 3309016 on 2017/02/17 by Martin.Wilson Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown Change 3309108 on 2017/02/17 by Jurre.deBaare CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal) Change 3309134 on 2017/02/17 by Jurre.deBaare Crash in texure painting mode #fix Required some extra checks for new setup (can only paint while having one mesh selected) Issue with vertex paint propagating to lower LOD levels #fix There was no setup to propagate colors from source static mesh data so added the path #misc Re-added flow painting and removed flow-strength property #misc Added detail customization for texture paint UV channel Change 3309256 on 2017/02/17 by Benn.Gallagher CIS fix Change 3309393 on 2017/02/17 by James.Golding Set color for kinematic controls Change 3309410 on 2017/02/17 by Ori.Cohen PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack) Change 3309469 on 2017/02/17 by Benn.Gallagher Added ContentExamples cloth assets Added camera transitions and controls Cleanup logic Move characters and materials onto upper plinth Hid actor mesh from game view. Change 3309625 on 2017/02/17 by mason.seay Resaving assets to remove warnings Change 3309802 on 2017/02/17 by Alan.Noon Modified Origin_Small_P lighting. Set up ArcBlade for presentation Change 3309985 on 2017/02/17 by Thomas.Sarkanen Fixed crash adding multiple rigs to sequence If a hierarchy is empty, dont attempt to access a non-existent node #jira UE-42103 Change 3310209 on 2017/02/17 by Lina.Halper - Fix limbs detaching issues - added set translation to override translation - moved joint targets away from the limbs - Spine FK is on by default - spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not. #rb: none Change 3310389 on 2017/02/17 by Chris.Evans !N Mambo multi-joint pose demo Change 3310911 on 2017/02/18 by Lina.Halper Ice/Mambo mapping fix with BaseHuman Change 3311138 on 2017/02/19 by James.Golding - Allow multi-select in control picker - Clicking on background clears selection - Add 'Select All' button - Darken controls that are disabled (is in different kinematic mode) - Use selection color from control instead of outline - Center and fit picker to details panel width - Remove entire Nodes section of edit mode panel (not just tree) - Fix rig properties not scrolling - Place picker in expandable area, collapsed when no rig selected Change 3311147 on 2017/02/19 by Thomas.Sarkanen Fix spine keying Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures. This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future. Change 3311150 on 2017/02/19 by Thomas.Sarkanen Synchronizing sequencer selection Now enter key works for keying selected tracks Added new way to select sequencer tracks externally via property paths. Change 3311152 on 2017/02/19 by Thomas.Sarkanen Missed files Change 3311153 on 2017/02/19 by Thomas.Sarkanen CIS fixes Change 3311154 on 2017/02/19 by Thomas.Sarkanen File I missed (CIS fix) Change 3311156 on 2017/02/19 by James.Golding Change 'ControlRig Edit Mode' icon Change 3311176 on 2017/02/19 by Lina.Halper Fix build issue #rb:none #code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding p.s. not sure who's code, so just adding everybody I can think of Change 3311261 on 2017/02/19 by Lina.Halper - Fixed an issue when you don't have parent in the rig - get all component space, and convert to local #rb:none #code review: Thomas.Sarkanen Change 3311282 on 2017/02/19 by Lina.Halper Fixed issue where pivot location is incorrect when mapping to other meshes #rb: none #code review:Thomas.Sarkanen Change 3311491 on 2017/02/20 by Thomas.Sarkanen CIS fix Change 3311497 on 2017/02/20 by Jurre.deBaare Game editor compile error #fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY Change 3311507 on 2017/02/20 by Jurre.deBaare Cloth paint progress - Different approach / refactored out paint ray retrieval - Added key input callback to IMeshPainter and derived classes - Added toggle for showing invisible vertices - Added gradient paint tool - Details customization for brush/gradient tool settings - Some cleaning Change 3311527 on 2017/02/20 by Jurre.deBaare CIS header guard warning Change 3311530 on 2017/02/20 by Jurre.deBaare CIS dereferencing possible nullptr warning Change 3311533 on 2017/02/20 by Jurre.deBaare CIS dereferencing warning (better fix) Change 3311543 on 2017/02/20 by James.Golding Add buttons for switching IK/FK mode of limb/spine to picker Put picker and details panel in a scroll box Fix spine manipulators not being hidden when disabled Change 3311649 on 2017/02/20 by James.Golding R key now toggles manipulator visibility Change 3311707 on 2017/02/20 by Lina.Halper Added Clavicle FK controls #code review: Danny.Bouimad Change 3311764 on 2017/02/20 by Martin.Wilson Update cameras for Live link demo map and turn on recompute tangents on Feng Mao Change 3311858 on 2017/02/20 by Chris.Evans !R Updated with pose values Change 3312043 on 2017/02/20 by Jon.Nabozny Change SkelMeshMerge logic to fix duplicates (again) and fix crash. #jira UE-39690, UE-42146 Change 3312046 on 2017/02/20 by Thomas.Sarkanen Fix crash drag/dropping skeletal mesh #jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame Change 3312052 on 2017/02/20 by James.Golding Change manipulator colors to red for right, blue for left, white for middle Change IK/FK switch buttons to yellow/purple Move picker buttons to take up less horizontal space Move IK/FK switch button positions out of C++ Change 3312137 on 2017/02/20 by Ben.Marsh Fix settings for using precompiled binaries in Dev-AnimPhys. Change 3312517 on 2017/02/20 by Alan.Noon Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks. Change 3312570 on 2017/02/20 by Charles.Anderson More work on Arcblade Ragdoll for GDC Change 3312594 on 2017/02/20 by Alan.Noon MultipleJointPoseDriving_GDC_P_pose_test_level Change 3312637 on 2017/02/20 by Alan.Noon Reconciling offline content Change 3312902 on 2017/02/20 by Charles.Anderson Minions for GDC Change 3313206 on 2017/02/20 by Ori.Cohen Added trimesh support for immediate mode. Change 3313247 on 2017/02/20 by Chris.Evans !N updated with both demo assets in one map Change 3313447 on 2017/02/20 by Ori.Cohen Fix immediate mode collision not working with convex transforms being baked in Change 3313472 on 2017/02/20 by Ori.Cohen Fix crash caused by missing switch case break Change 3313518 on 2017/02/20 by Lina.Halper IK knee issue/Twist issue #code review: Thomas.Sarkanen, James.Golding #rb: none Change 3313547 on 2017/02/20 by Lina.Halper Fixed Body-Ctrl to work with every node. Change 3313617 on 2017/02/20 by Lina.Halper - Fix for limbs delaying when moving BodyCtrl - Fix for additive issue for control rig anim node #rb: none #code review: Thomas.Sarkanen Change 3313618 on 2017/02/20 by Lina.Halper remove unnecessary calc #rb:none Change 3313625 on 2017/02/20 by Lina.Halper Fixed body ctrl move keys - all IK keys also have to be in local space (but they're local to body_ctrl) Change 3313633 on 2017/02/20 by Alan.Noon Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting Change 3313655 on 2017/02/20 by Lina.Halper - Fixed so that you can tweak pelvis and move body also - Fixed mambo mapping Change 3313897 on 2017/02/21 by James.Golding Make all FK manipulators smaller (3 instead of 4.5) Change 3313898 on 2017/02/21 by James.Golding Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca) DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB Change 3313902 on 2017/02/21 by James.Golding Draw lines from IK target to mid-joint Change 3313906 on 2017/02/21 by Thomas.Sarkanen Fix undo/redo/save t-pose and crashes Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at). Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer. Change 3313938 on 2017/02/21 by Benn.Gallagher Migrated clothing assets Change 3313982 on 2017/02/21 by James.Golding Fix static analysis in ClothPainter.cpp Change 3313985 on 2017/02/21 by Benn.Gallagher Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points. #jira UE-41935 #rnx Change 3314052 on 2017/02/21 by James.Golding Fix CIS in ControlRigEditModeSettings.cpp Change 3314100 on 2017/02/21 by Lina.Halper IK fix for retargeting - using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK. #rb: none Change 3314160 on 2017/02/21 by Thomas.Sarkanen Added optional node trajectories Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes. Builds trajectories and their meshes incrementally when relevant things change Change 3314167 on 2017/02/21 by James.Golding Fix undo when pushing IK/FK toggle buttons Change 3314168 on 2017/02/21 by Benn.Gallagher Disabled skin cache on tech demo project Change 3314290 on 2017/02/21 by Lina.Halper - Cleaned up code a bit - Fixed thigh to rotate to target and fixed a bug that caused jittering #rb: none Change 3314418 on 2017/02/21 by Thomas.Sarkanen Fix CIS issue Change 3314428 on 2017/02/21 by Thomas.Sarkanen Fixup anim node to be of correct editor-time type Caused crash when placed in an anim BP Change 3314574 on 2017/02/21 by Thomas.Sarkanen Fixed crash on shutdown #jira UE-42214 Change 3314705 on 2017/02/21 by Alan.Noon Iterating on map collision. Made minion weapon joint unbreakable Change 3314722 on 2017/02/21 by Alan.Noon Moved minions back into Minion demo Persistent level. Change 3314778 on 2017/02/21 by Lina.Halper added neck/ball_r/l control #code review: Daniel.Bouimad Change 3314908 on 2017/02/21 by Ori.Cohen Temp fix for cloth bounds issue. Change 3314920 on 2017/02/21 by Alan.Noon Placing minions. Iterating collision Change 3314970 on 2017/02/21 by Lina.Halper added bone picker for toes, neck Change 3315006 on 2017/02/21 by Benn.Gallagher Fixed clothing bounds issue with empty simulations. Change 3315017 on 2017/02/21 by Lina.Halper fix crash on null proxy #rb: Benn.Gallagher Change 3315054 on 2017/02/21 by Alan.Noon Placing minions Change 3315671 on 2017/02/21 by Chris.Evans !B Fixed default material !N Added physics subgraph for Mambo !N Added third 'gameplay' complex example Change 3315693 on 2017/02/21 by chris.evans !N Enabling tangent recompute on Mambo face and arm pits. Change 3315838 on 2017/02/21 by Alan.Noon New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions) Change 3316206 on 2017/02/22 by Thomas.Sarkanen Fix shadowed variables Change 3316207 on 2017/02/22 by Thomas.Sarkanen Manipulators are now transparent Change 3316258 on 2017/02/22 by Jurre.deBaare - Fix for changing levels while force painting to a specific LOD - Brush depth not same as in main Change 3316259 on 2017/02/22 by Jurre.deBaare Fix for paint verts being rendered outside of painting area #misc want to change underlying behaviour for the brush representation but this'll patch it up for now Change 3316260 on 2017/02/22 by Jurre.deBaare Changed default paint brush settings Change 3316267 on 2017/02/22 by Jurre.deBaare Added channel paint flags to texture painting settings #misc might want to create base class for common paint settings Change 3316268 on 2017/02/22 by Jurre.deBaare Fix for issue with viewport color mode not being reset when exiting mesh paint mode #jira UE-42221 Change 3316278 on 2017/02/22 by James.Golding Fix crash when pose asset contains a bone that is not in the mesh Change 3316304 on 2017/02/22 by Thomas.Sarkanen Prevent sequencer from reselecting tracks when keys are selected Also fixed crash concurrently modifying an itterating TSet when removing selection nodes. Also made manipualtors not grow and shrink when transacting. Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved. #jira UE-42164 Change 3316325 on 2017/02/22 by James.Golding Hook up Mambo physics as 'Pose Process AnimBP' Change 3316384 on 2017/02/22 by James.Golding Slow down mambo anim playback rate Change 3316385 on 2017/02/22 by Jurre.deBaare CIS: Deprecation warning fix Change 3316424 on 2017/02/22 by Lina.Halper #fix : control rig mapping fix for Mambo #lockdown: James.Golding Change 3316525 on 2017/02/22 by Lina.Halper - Fixed so that the mapping happening with retarget base pose, not ref pose - Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose - WIP of fingers, don't think we'll make it to demo, but it is still wip going in. #lockdown: James.Golding #rb: none #code review: Thomas.Sarkanen, James.Golding Change 3316684 on 2017/02/22 by Lina.Halper fix shadow warning #rb: none #lockdown: james.golding Change 3316748 on 2017/02/22 by Thomas.Sarkanen Fix t-pose bindings in various demo workflow situations Fix a crash when clearing actor Fix t-pose when opening a new sequence over an old one Fix t-pose on save Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC. #jira UE-42136 Change 3316895 on 2017/02/22 by Jurre.deBaare Incorrect simulation verts getting painted #fix added an early rejection test #misc fixed sqrd vs non-sqrd check #misc level painting already did this in other specific code Change 3316917 on 2017/02/22 by thomas.sarkanen Disabling threaded update on Mambo's post process anim BP We dont support running the main BP non-threaded and the post process threaded right now. Change 3316933 on 2017/02/22 by Thomas.Sarkanen Fixed linux shadow variable warning Change 3317104 on 2017/02/22 by Chris.Evans !N Initial animation with face Change 3317483 on 2017/02/22 by Alan.Noon Added controls to resize the Orbital Laser Impulse in the minion demo Change 3317592 on 2017/02/22 by Alan.Noon Tweaking Parameters on orbital Laser Pawn Change 3317608 on 2017/02/22 by Lina.Halper Sorry - missed this files from previous check-in It should have gone with CL 3316525 #rb:none #code review:Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317762 on 2017/02/22 by Lina.Halper - allow dependency array to be added by IK effectors - but this isn't actual bug in this case - the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick) #rb:none #code review: Thomas.Sarkanen, James.Golding #lockdown: James.Golding Change 3317807 on 2017/02/22 by Martin.Wilson Update for Live link code -Rename Maya Source to Message Bus Source -Fix typo in ReceiveClient function name Change 3318031 on 2017/02/22 by Alan.Noon 100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse Change 3318217 on 2017/02/22 by Jon.Nabozny Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons. Change 3318365 on 2017/02/22 by Alan.Noon Created new shadow capsule asset for minion. Disabled DOF. Change 3318421 on 2017/02/22 by Alan.Noon Adding more minion anims for variety Change 3318435 on 2017/02/22 by Alan.Noon Tweak to minion anim BP: minions pick and idle and stay with it. Change 3318860 on 2017/02/23 by James.Golding Force update nodes and manipulators when changing IK/FK mode Better fix for UE-42257 Change 3318869 on 2017/02/23 by James.Golding Key limb manipulators when switching IK/FK mode Change 3318870 on 2017/02/23 by James.Golding Fix head button picker location Change 3318875 on 2017/02/23 by James.Golding Add 'T' key shortcut for toggling trajectory drawing Change 3318907 on 2017/02/23 by Benn.Gallagher Added rail for clothing sheet examples Change 3318909 on 2017/02/23 by Thomas.Sarkanen Fix trajectories jittering as they generate The rig needs ticking twice because of what looks like some stateful assumptions that were recently made. Basically to get the rig to a state it needs ticking more than once. This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too. This may be to do with the latent IK/FK switching, and needs to be investigated. For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive. Change 3318929 on 2017/02/23 by James.Golding Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo) Change 3318930 on 2017/02/23 by James.Golding Resave pose_test_level with camera in better default position Change 3318969 on 2017/02/23 by thomas.sarkanen Added demo map with mannequin and mambo Change 3318975 on 2017/02/23 by thomas.sarkanen Improved embededed test sequence Kept blends away from initial binding because of t-pose issues Change 3318979 on 2017/02/23 by thomas.sarkanen Added sequence showing retargeting to multiple skeletons Change 3318983 on 2017/02/23 by thomas.sarkanen Improved retargeting sequence so that loop points dont pop animation Change 3318991 on 2017/02/23 by Thomas.Sarkanen Prevent division by zero in trajectory generation Newly created sequences dont have a frame interval set up. Change 3319013 on 2017/02/23 by Lina.Halper Fixed twist issue #lockdown: James.Golding #rb: none Change 3319017 on 2017/02/23 by Lina.Halper Checked in wrong line - disabling optimization #rb:none #lockdown:James.Golding Change 3319034 on 2017/02/23 by Lina.Halper sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged #rb: none #lockdown: James.Golding Change 3319056 on 2017/02/23 by Lina.Halper Back out changelist 3319013 #lockdown:James.Golding Change 3319090 on 2017/02/23 by Thomas.Sarkanen Added bookmarks to level, fixed up animation sequeces to be used in demo Cleaned up unused assets from demo folder Change 3319209 on 2017/02/23 by Chris.Evans !R Lighting rebuilt !N cameras added, camera switching functionality Change 3319219 on 2017/02/23 by Chris.Evans !R Disabling physics on the snake head on left shoulder Change 3319268 on 2017/02/23 by Chris.Evans !R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed. Change 3319290 on 2017/02/23 by James.Golding Default bShowManipulatorsDuringPlayback to on Change 3319291 on 2017/02/23 by James.Golding Add GDC2017 shared collection Change 3319867 on 2017/02/23 by Alan.Noon Moved Audio to a level and removed from sublevel list. Deleted particles. Change 3320056 on 2017/02/23 by Alan.Noon Built lighting in Clothing_GDC_P Change 3320067 on 2017/02/23 by Ori.Cohen Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo) Change 3320085 on 2017/02/23 by Alan.Noon Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded" Change 3320098 on 2017/02/23 by Martin.Wilson Final updates for Live Link GDC Demo -Add maya scene for demo -Add binary for maya plugin + installation instructions -Update actor location from based on latest maya scene and fix cameras in sequencer -Updates on live link system for demo that I have been running with locally. Should be safe. Change 3320579 on 2017/02/23 by Alan.Noon Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP. Change 3321144 on 2017/02/24 by Chris.Evans !B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras Change 3321317 on 2017/02/24 by James.Golding PIE on pose_test_level jumps to first placed camera Change 3321956 on 2017/02/24 by Alan.Noon Adding missing minion anims. And Stuff. Change 3324190 on 2017/02/27 by Lina.Halper Removed ensure from EvaluateAnimation - this is invalid because of worker thread but I'll have more conversation over this change. #rb: none #code review: Laurent.Delayen, Martin.Wilson #jira: UE-41731 Change 3324309 on 2017/02/27 by Lina.Halper fixed issue with skeleton bone not displaying for curve picker #jira: UE-41909 #rb: Marc.Audy Change 3324342 on 2017/02/27 by mason.seay First round of assets for testing root motion with framerate Change 3324562 on 2017/02/27 by Lina.Halper Fix build error #rb: none Change 3325010 on 2017/02/28 by mason.seay Finished map Change 3325124 on 2017/02/28 by mason.seay Updated test to use trigger instead of delay Change 3325205 on 2017/02/28 by mason.seay Deleting old map Change 3325207 on 2017/02/28 by mason.seay Deleting old map Change 3325752 on 2017/02/28 by Lina.Halper Back out changelist 3319056 - adding upper twist back again #rb: none Change 3325759 on 2017/02/28 by James.Cobbett Moving Weld automated tests to EngineTest project Change 3326039 on 2017/02/28 by Lina.Halper Fix spine issues This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review. #jira: UE-42260, UE-42268 #rb: none Change 3326246 on 2017/02/28 by mason.seay Test map and assets for overlap functional tests Change 3327926 on 2017/03/01 by Lina.Halper - disabled pelvis animation on WaveAnimationGDC - added pelvis controls so that you can animate without worring about gmibal lock. #code review: danny.bouimad Change 3327971 on 2017/03/01 by Lina.Halper Moved BaseHuman to ControlRig/Content folder - checking in redirector for the people who have local contents that want to keep #code review: Thomas.Sarkanen Change 3329196 on 2017/03/02 by James.Cobbett Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802. Change 3329263 on 2017/03/02 by mason.seay Temp submission as I reorganize other content Change 3329321 on 2017/03/02 by mason.seay Reorganizing content Change 3329493 on 2017/03/02 by James.Cobbett Moving/renaming automated tests Change 3332044 on 2017/03/03 by mason.seay Procedural Mesh Functional Tests Change 3332049 on 2017/03/03 by Mason.Seay Screenshot comparisons for Procedural Mesh Tests Change 3333080 on 2017/03/06 by Lina.Halper Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node #jira: UE-42460 Change 3333826 on 2017/03/06 by Lina.Halper Renamed nodes - - adding rename feature for HumanRig #rb: none Change 3333847 on 2017/03/06 by Lina.Halper Fixed build error Change 3333865 on 2017/03/06 by Lina.Halper Fixed build error on shadow warning Change 3333957 on 2017/03/06 by Lina.Halper Fixed issue where limb length wasn't applied correctly on human rig #jira: UE-42307 Change 3335109 on 2017/03/07 by Thomas.Sarkanen Prevent us from rebuilding node tree in 'view' mode This means that a rare crash cant occur any more #jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence Change 3335110 on 2017/03/07 by Jurre.deBaare Editor crashes on importing Alembic file #fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods) #jira UE-40189 Change 3335117 on 2017/03/07 by Jurre.deBaare Crash when opening cloth painter with Paint mode open and selecting different actor #fix ensure that we only initialize static adapter factory data once, now that we have multiple painters #jira UE-42573 Change 3335119 on 2017/03/07 by Jurre.deBaare In Persona, the lighting rig rotation changes when switching between profiles #fix don't know how I wrote this code before, but made it so it makes sense now #jira UE-40877 Change 3335120 on 2017/03/07 by Jurre.deBaare Auto-Exposure Overriding Preview Scene Profile Settings #fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles #misc made same changes for animation editors #jira UE-39217 Change 3335121 on 2017/03/07 by Jurre.deBaare Points not marked as invalid in Aim Offset graph when in invalid positions #fix ensure that samples which have a valid grid point when checking their animation ptr #misc whitespace fixes #jira UE-40715 Change 3335122 on 2017/03/07 by Jurre.deBaare Cannot right-click a blend point if the green preview point is in the way #fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point #jira UE-39060 Change 3335123 on 2017/03/07 by Jurre.deBaare It's not clear which Grid Stretch mode in blend space is currently on #jira UE-39080 #fix added color change on grid stretch type state Change 3335124 on 2017/03/07 by Jurre.deBaare Not clear that material baking is only supported for single lod merge actors #fix extended tooltip to include requirement for material merging #jira UE-39621 Change 3335125 on 2017/03/07 by Jurre.deBaare #fix Alembic import fix (indexed UVs) copy-pasta error Change 3335126 on 2017/03/07 by Jurre.deBaare Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h #jira UE-37080 #feature Added bp exposed get/set-er #misc Corrected some comments Change 3335127 on 2017/03/07 by Jurre.deBaare Blend space interpolation settings do not update until the user reopens the asset #fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header #jira UE-40950 Change 3335129 on 2017/03/07 by Jurre.deBaare Store imported mesh names for Alembic files (makes reimporting easier) #jira UE-39034 Change 3335161 on 2017/03/07 by Jurre.deBaare CIS fix: Partial back out changelist 3335129 Change 3335426 on 2017/03/07 by Jurre.deBaare Crash fix for importing random maya shapes through Alembic #fix add safety checks for writing material indices #jira UE-40189 Change 3335427 on 2017/03/07 by Jurre.deBaare Editor hard locks when adding Profile in Preview Scene Settings #fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot #jira UE-42609 Change 3335448 on 2017/03/07 by Thomas.Sarkanen Fixed binding (and re-binding) of rig that was broken by main integration Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration Moved runtime and compile-time binding into the template (rather than the track). Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time. Change 3336018 on 2017/03/07 by Ori.Cohen Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting. #JIRA UE-42090 Change 3336508 on 2017/03/07 by Ori.Cohen PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento) #JIRA UE-42533 Change 3336524 on 2017/03/07 by Ori.Cohen Added compiler error when component space sim and world collision is used. #JIRA UE-41402 Change 3336700 on 2017/03/07 by Ben.Marsh Fix stream name for bulding PhysX. Change 3336949 on 2017/03/08 by James.Golding In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp #jira UE-42377 Change 3337008 on 2017/03/08 by Lina.Halper - Fix for lagging update - Removed unnecessary update from trajectory cache #rb: Thomas.Sarkanen Change 3337190 on 2017/03/08 by James.Golding Remove defunct PhysX 3.3 libs Change 3337562 on 2017/03/08 by Ori.Cohen Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode. #JIRA UE-41026, UE-42628 Change 3337779 on 2017/03/08 by Ori.Cohen Added skeletal mesh component override for sync vs async scene. #JIRA UE-39829 Change 3337859 on 2017/03/08 by Ori.Cohen Fix CIS Change 3338593 on 2017/03/08 by Ori.Cohen Remove physx get geometry macro and replace with calls to .any which should be faster. #JIRA UE-40503 Change 3338614 on 2017/03/08 by Ori.Cohen Fix warning about missing EditAnywhere #JIRA UE-41361 Change 3338677 on 2017/03/08 by Ori.Cohen Fix new generated physics assets not properly setting user settings to default profile. #JIRA UE-41135 Change 3338683 on 2017/03/08 by Ori.Cohen PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack) #JIRA UE-3225 Change 3338694 on 2017/03/08 by Ori.Cohen Added a getter to physical animation component (PR #3163) #JIRA UE-41047 Change 3339131 on 2017/03/09 by James.Golding Merging Engine changes from //UE4/Private-GDC17-FaceRig - Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default) - Add CurveSyncOffset option to AudioCurveSourceComponent - Add 'Copy Curves To SoundWave' option to Anim Editor - Bind possible curve sources by iterating over component properties, rather than owned components - Add ref-pose override option to SkinnedMeshComponent - Major fixes for per-instance skin-weights (was not using per-section map) - Improve warnings for per-instance skin weight problems Change 3339223 on 2017/03/09 by Thomas.Sarkanen Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport Tab is now shown by default Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible). #jira UE-39365 - Make Preview scene setup more discoverable Change 3339270 on 2017/03/09 by Lina.Halper Added create animation blueprint back since now we have a separate editor. #jira: UE-39457 #rb: Martin.Wilson Change 3339318 on 2017/03/09 by Danny.Bouimad TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache. Change 3339431 on 2017/03/09 by James.Golding Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual (UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html) Change 3339809 on 2017/03/09 by James.Golding Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX #jira UE-5262 Change 3339955 on 2017/03/09 by Ori.Cohen Allow kinematic leaf bodies in immediate mode Change 3339995 on 2017/03/09 by mason.seay Collision functional tests Change 3340085 on 2017/03/09 by Ori.Cohen Change default contact-gen method to PCM. This is the default in PhysX 3.4 #JIRA UE-40365 Change 3340562 on 2017/03/09 by Ori.Cohen Added physx simulation shader override. #JIRA UE-35304 Change 3341155 on 2017/03/10 by Ori.Cohen Fix CIS warnings Change 3341295 on 2017/03/10 by Martin.Wilson Cache compact pose bone index on FBoneReference and remove manual caching in Paragon #jira UE-42302 Change 3341943 on 2017/03/10 by mason.seay Cleaned up logic for map blueprints. Worked around delays Change 3342029 on 2017/03/10 by mason.seay Cleaned up blueprint logic to remove dependency on delays Change 3342063 on 2017/03/10 by mason.seay Disabling tests Change 3342071 on 2017/03/10 by mason.seay Updated map to use assertions Change 3342884 on 2017/03/13 by James.Golding Expose 'trace by profile' functions to BP Refactor duplicated code in KismetSystemLibrary collision functions #jira UE-32912 Change 3342886 on 2017/03/13 by James.Golding Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example) #jira UE-6015 Change 3342921 on 2017/03/13 by Benn.Gallagher Added some checking to anim dynamics pre update to avoid crashes when world isn't available #jira UE-42729 Change 3342970 on 2017/03/13 by James.Golding Fix incorrect display names for some ..ByProfile trace funcs Change 3342972 on 2017/03/13 by James.Golding PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz) Change 3343032 on 2017/03/13 by Josh.Stoddard Enable stabilization in PhysX by default - set PxSceneFlag::eENABLE_STABILIZATION by default - removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION - added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold #jira UE-6612 #rb ori.cohen Change 3343073 on 2017/03/13 by Martin.Wilson Properly initialize single bone controller bone references #jira UE-42776 Change 3343074 on 2017/03/13 by Martin.Wilson Clear raw curve data during cooking #jira UE-37897 Change 3343317 on 2017/03/13 by Jurre.deBaare Crash after clearing the animation from a sample point in a 1D Blendspace #jira UE-42672 #misc made sure that we do not deem empty blend spaces as additive Change 3343498 on 2017/03/13 by Lina.Halper Fix on odin cook crash - fallout from CL 3336018 #rb:Marc.Audy #code review:Ori.Cohen Change 3343548 on 2017/03/13 by Lina.Halper Fix crash on ocean - #rb: none #code review: Ori.Cohen Change 3344764 on 2017/03/14 by Thomas.Sarkanen Fixed crash right-clicking empty space in the asset shortcut dropdown #jira UE-42782 - Crash right-clicking in anim blueprint asset picker #jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor Change 3344776 on 2017/03/14 by James.Golding Really fix names for BP-expose 'ByProfile' traces Change 3344780 on 2017/03/14 by James.Golding PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology) #jira UE-42771 Change 3344781 on 2017/03/14 by James.Golding PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist) #jira UE-42610 Change 3344782 on 2017/03/14 by James.Golding Fix procmesh->staticmesh conversion if only a single triangle #jira UE-42310 Change 3344783 on 2017/03/14 by James.Golding PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento) #jira UE-41832 Change 3344785 on 2017/03/14 by James.Golding PR #3196: Improved Constraint warning message (Contributed by projectgheist) Change 3344790 on 2017/03/14 by James.Golding PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill) Change 3344891 on 2017/03/14 by Jurre.deBaare Incorporate back list of animations into blendspace editor #feature added labels toggle to blend space grid #feature can now override animations when drop on sample #jira UE-39368 Change 3344921 on 2017/03/14 by Jurre.deBaare Expose Opacity and Opacity Mask options on material flattening #feature added support for baking out opacity and opacity masks #jira UE-39563 Change 3344963 on 2017/03/14 by Jurre.deBaare Need Simplygon to create LODs on animated pose, vs skeletal mesh pose #feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh #jira UE-38909 Change 3345060 on 2017/03/14 by Jurre.deBaare CIS fix: missing include Change 3345929 on 2017/03/14 by Jon.Nabozny Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's). #jira UE-42772 Change 3346970 on 2017/03/15 by Jurre.deBaare #feature Support importing vertex colours from Alembic files #jira UE-39032 Change 3346976 on 2017/03/15 by Jurre.deBaare Missing files from CL 3344921 Change 3346983 on 2017/03/15 by Jurre.deBaare Static mesh editor crashes when opening #fix default value for additional settings Change 3347019 on 2017/03/15 by James.Cobbett Tidying up blueprint comments Change 3347128 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347146 on 2017/03/15 by mason.seay Updated descriptions on tests Change 3347178 on 2017/03/15 by Martin.Wilson PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki) Change 3347257 on 2017/03/15 by Thomas.Sarkanen Fixed crash when canceling saving a new preview mesh collection Change 3347314 on 2017/03/15 by mason.seay Narrowed collision volumes by half Change 3347386 on 2017/03/15 by mason.seay Updated descriptions Change 3347388 on 2017/03/15 by mason.seay Forgot to disable tests :P Change 3347397 on 2017/03/15 by James.Cobbett Tidying up blueprint comments for WeldingScreenshots.umap automated test Change 3347433 on 2017/03/15 by Thomas.Sarkanen Fix IK/FK switch on first frame (clobbering FK data) Added a 'first frame' flag to limbs etc. Change 3347436 on 2017/03/15 by Thomas.Sarkanen Control rig sequences can now be exported to anim sequences Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser. Added converter function that performs similar logic to the animation recorder. Fixed binding template in cooked builds. Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value) #jira UE-42608 - Add "export to anim sequence" to control rig sequences Change 3347475 on 2017/03/15 by Lina.Halper #LookAt node refactor - you can use LookAtLocation based on joint or socket (jira UE-8972) - improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it - GetOnScreenDebugInfo changed parameter - added runtime node - possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode - deprecated previous GetOnScreenDebugInfo - Added AnimPhys Object version GUID #rb:Thomas.Sarkanen Change 3347512 on 2017/03/15 by Thomas.Sarkanen Filter anim sequences to the correct skeleton when exporting Feeback from code review of CL 3347436. Change 3347543 on 2017/03/15 by Thomas.Sarkanen Fix shadow variable warnings Change 3347556 on 2017/03/15 by Jurre.deBaare Unable to select bones in the animation editor viewport #fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes #feature added toggle button to skeletal mesh editor to enable mesh section selection #jira UE-42893 Change 3347559 on 2017/03/15 by James.Golding By default, re-use anim editor with correct Skeleton when double clicking anim asset Add menu option to force a new edtor to open #jira UE-42912 Change 3347749 on 2017/03/15 by Lina.Halper Fix build issue. #rb: none Change 3347926 on 2017/03/15 by James.Cobbett Adding new test to Welding.umap for children welding when attached to ragdoll Change 3347938 on 2017/03/15 by Lina.Halper Fix build error #rb: none Change 3347939 on 2017/03/15 by Mason.Seay General cleanup of bp logic in maps and blueprint actors Added scenarios to test actor descriptions Fixed an error in blueprints (I think I failed to submit changes before) Change 3348074 on 2017/03/15 by Lina.Halper build error fix #rb: none #code review: martin.wilson Change 3348154 on 2017/03/15 by Lina.Halper last fix, hopefully #rb: none #code review: MArtin.wilson Change 3349160 on 2017/03/16 by Thomas.Sarkanen Adding 'set preview mesh' to toolbar #jira UE-42910 - Add 'preview mesh' button to toolbar Change 3349175 on 2017/03/16 by Jurre.deBaare Notification on reimported animations that might be bad #fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings) #jira UE-34522 Change 3349197 on 2017/03/16 by Martin.Wilson Add ability to choose slot to preview to montage editor #jira UE-38910 Change 3349216 on 2017/03/16 by James.Cobbett Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children Change 3349217 on 2017/03/16 by James.Cobbett Disabling new Welding tests pending review Change 3349314 on 2017/03/16 by Benn.Gallagher Fixed clothing not running in PS4 packaged builds #jira UE-42857 Change 3349504 on 2017/03/16 by James.Fox Enabling RootMotion automation tests. Approved: UEENGQA-12277 Change 3349611 on 2017/03/16 by Lina.Halper retargeting pose options change - now reset, import pose, use current pose #rb: Martin.Wilson #jira: UE-19768 Change 3349738 on 2017/03/16 by Martin.Wilson Remove force inline from virtual compression functions. #jira UE-33070 Change 3349787 on 2017/03/16 by James.Golding Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA) Change 3349827 on 2017/03/16 by Josh.Stoddard - Expose PhysX stabilization as project setting, disabled by default - remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE #jira UE-42868 Change 3349932 on 2017/03/16 by James.Golding Possible fix for cooking crash - ContentBrowser module not necessarily being loaded Change 3350011 on 2017/03/16 by Jon.Nabozny Created AddForceAtLocationLocal function to allow component space forces. #jira UE-38115 Change 3350134 on 2017/03/16 by Josh.Stoddard Fix memory leak from GPhysXSDK->createShape() #jira UE-42733 #rb ori.cohen Change 3351166 on 2017/03/16 by Lina.Halper Fixed build issue #code review:Jon.Nabozny Change 3351451 on 2017/03/17 by Benn.Gallagher Fixed clothing reimports not working correctly and possibly leading to editor crash #jira UE-42953 Change 3351564 on 2017/03/17 by Benn.Gallagher Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary #jira UE-42224 Change 3351594 on 2017/03/17 by mason.seay Updated BP logic to use Set Actor Location (speeds up tests) Gave actors distinct names Reworded descriptions Change 3351629 on 2017/03/17 by Jon.Nabozny Add methods to determine the WeldParent and WeldChildren of a given component. #jira UE-40733 Change 3351639 on 2017/03/17 by Jon.Nabozny Fix StopMovementImmediately for WheeledVehicleMovementComponent. #jira UE-40078 Change 3351649 on 2017/03/17 by Jon.Nabozny Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space. Change 3351663 on 2017/03/17 by Thomas.Sarkanen Anim notify blueprints now start with a 'received notify' event node (ghosted) #jira UE-27386 - A new anim notify blueprints should start with a Received Notify override Change 3351696 on 2017/03/17 by Thomas.Sarkanen Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread. Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component. Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering. Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component. Commented FAnimNode_Base interface. #jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe Change 3351698 on 2017/03/17 by James.Golding Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent #jira UE-42802 Change 3351701 on 2017/03/17 by James.Golding Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets Change 3351703 on 2017/03/17 by James.Golding Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel #jira UE-39664 Change 3351704 on 2017/03/17 by James.Golding Fix scrubbing curves that aren't selected #jira UE-39574 Change 3351805 on 2017/03/17 by Thomas.Sarkanen Prevent crash when trying to implement a function in a child anim blueprint The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it. #jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint Change 3352000 on 2017/03/17 by James.Cobbett Adding VehicleAdvBP assets for use in upcoming Welding tests Change 3352067 on 2017/03/17 by Lina.Halper Removed AnimGraph from GraphEditor module - Created node factory, pin factory, pin connection policy factory - Moved all anim related files out of GraphEditor #code review: Michael.Noland #jira: UE-37976 #rb: Michael.Noland Change 3352178 on 2017/03/17 by Lina.Halper Moved to AnimationBlueprintEditor as these are just graph visual nodes #code review:Michael.Noland Change 3352753 on 2017/03/17 by James.Fox Checking in some naming convention changes for Overlap automation test. Change 3353371 on 2017/03/19 by Lina.Halper Fix build error #code review: Bob.Tellez Change 3353644 on 2017/03/20 by Jurre.deBaare Animation thumbnails vanishing #fix ensure that we draw the mesh regardless of whether or not we have dynamic render data #jira UE-42974 Change 3353654 on 2017/03/20 by James.Golding Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header Change 3353684 on 2017/03/20 by Jurre.deBaare Separate asset viewer profiles for local / shared - Split out profiles in local/shared UProperty - Modifications to ini writing :( - Extra checks for default ini writing - Add checkout/make writable for default editor ini file Change 3353803 on 2017/03/20 by Jurre.deBaare CIS fixes Change 3353830 on 2017/03/20 by Martin.Wilson Fix additives breaking when pose link not connected to anything #jira ue-39174 Change 3353847 on 2017/03/20 by Martin.Wilson Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes #jira UE-40446 Change 3353950 on 2017/03/20 by Ori.Cohen Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node. #JIRA UE-42090 Change 3353956 on 2017/03/20 by Ori.Cohen Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed) Change 3354003 on 2017/03/20 by Thomas.Sarkanen Back out changelist 3353914 Change 3354031 on 2017/03/20 by Benn.Gallagher Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks. #jira UE-42975 Change 3354151 on 2017/03/20 by Lina.Halper Make sure nullptr tick function still works - this is prerequisite for the play and export option #rb:Ori.Cohen Change 3354229 on 2017/03/20 by James.Golding Add 'default camera' options for skel meshes #jira UE-42762 Change 3354342 on 2017/03/20 by Martin.Wilson Strip out identity raw tracks when baking additives. #jira UE-40508 Change 3354388 on 2017/03/20 by Martin.Wilson Fix false anim blueprint compile errors with aim offset pins #jira UE-38196 Change 3354494 on 2017/03/20 by Martin.Wilson Serialize compressed anim data when counting memory #jira UE-39691 Change 3354515 on 2017/03/20 by Josh.Stoddard Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM #jira UE-41484 #rb ori.cohen Change 3355932 on 2017/03/21 by Thomas.Sarkanen Back out changelist 3354003 Reinstating merge from Main: Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) Change 3355954 on 2017/03/21 by Thomas.Sarkanen Fixed up CIS issues post merge from Main Change 3355974 on 2017/03/21 by James.Golding Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer) Change 3355981 on 2017/03/21 by Jurre.deBaare Whitelisted circular dependencies between meshpaintmode and VR editor modules Change 3355986 on 2017/03/21 by Jurre.deBaare Linux CIS file, non-capital M Change 3356072 on 2017/03/21 by James.Golding Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data #jira UE-43117 Change 3356073 on 2017/03/21 by James.Golding Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent Change 3356300 on 2017/03/21 by Ori.Cohen Allow kinematic bodies with simulated parents using the full scene solver Change 3356362 on 2017/03/21 by Lina.Halper - Support create animation from Play - Support export animation from Play - this allows retargeting, post graph, or anything you see in engine will be baked to the animation #rb: Thomas.Sarkanen #jira: UE-19746 Change 3356482 on 2017/03/21 by Martin.Wilson Fix crash when opening a new montage #UE-43132 Change 3356709 on 2017/03/21 by James.Golding Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere) Add clamps when editing rotation of collision shapes, to avoid massive rotation entries #jira UE-39664 Change 3356968 on 2017/03/21 by Ori.Cohen Fix physics asset bounds to be as small as 1cm. This introduces flicker, but passing to rendering to fix that on their end. Change 3357092 on 2017/03/21 by Josh.Stoddard Don't update kinematic target if the body isn't moving #jira UE-42784 #rb ori.cohen Change 3357194 on 2017/03/21 by Lina.Halper Fix on vehicle anim instance look at node issue #rb: Ori.Cohen #jira: UE-43116 Change 3357298 on 2017/03/21 by Ori.Cohen Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime. #JIRA UE-42211 Change 3357494 on 2017/03/21 by Jon.Nabozny Fix FPropertyEditorInlineClassFilter filtering classes incorrectly. #jira UE-43098 Change 3357892 on 2017/03/21 by Lina.Halper fix build error #rb: none Change 3358078 on 2017/03/22 by James.Golding Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696) Change 3358080 on 2017/03/22 by Jurre.deBaare Updating Alembic importer thirdparty dependencies for Windows and Mac Change 3358081 on 2017/03/22 by James.Golding Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member Change 3358092 on 2017/03/22 by James.Golding Fix undo for saving/clearing default cam on mesh (also marks mesh dirty) Change 3358093 on 2017/03/22 by James.Golding Panning in orbit mode now takes in account camera speed #jira UE-43082 Change 3358106 on 2017/03/22 by Thomas.Sarkanen Fix fallout from Main integration Change 3358454 on 2017/03/22 by Ori.Cohen Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor #JIRA UE-41711 Change 3358886 on 2017/03/22 by Ori.Cohen Fix AutoWeld not being disabled in blueprint editor when the object is simulated #JIRA UE-40193 Change 3358950 on 2017/03/22 by Lina.Halper reverted code asking about asset name when create asset #rb: none Change 3359034 on 2017/03/22 by Lina.Halper #fix fall out from previous revert - because now export also shows the window. we don't want export to FBX to show name dialog - it will use asset name as base #rb: none #code review:Thomas.Sarkanen Change 3359165 on 2017/03/22 by Ori.Cohen Fix welded capsules not using the right rotation #JIRA UE-41546 Change 3359232 on 2017/03/22 by Ori.Cohen Bump DDC key for new bvh34. Change 3359233 on 2017/03/22 by mason.seay Added a couple more scenarios and updated names. Needs more organization Change 3359293 on 2017/03/22 by tim.gautier Submitting MeshPaint test content for QAGame. Change 3359389 on 2017/03/22 by Ori.Cohen Back out changelist 3356589 Change 3359402 on 2017/03/22 by Jon.Nabozny Move GetWeldParent and GetWeldChildren to EngineTest. Change 3359978 on 2017/03/23 by Jurre.deBaare Mesh Paint brush disappears when painting in VR #fix removed conditional clause for painting the interactors #jira UE-43150 Change 3359980 on 2017/03/23 by Jurre.deBaare Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes #fix reverted to old behavior, paint mode overriding catching key input to viewport #jira UE-43158 Change 3360052 on 2017/03/23 by James.Golding Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main. Change 3360121 on 2017/03/23 by James.Golding Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds Change 3360177 on 2017/03/23 by Jurre.deBaare Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore Change 3360358 on 2017/03/23 by mason.seay Updated naming and organization of actors in Outliner Change 3362050 on 2017/03/23 by Lina.Halper Back out changelist 3343074 #rb:none #code review: Martin.Wilson, James.Golding [CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
FocusViewportOnPreviewMesh(false);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622) #rb None #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3182087 on 2016/11/01 by Lina.Halper PR #2328: fix morph target weight application order. (Contributed by tmiv) - changed order of morphtarget application to be animation and THEN SetMorphTarget - made sure you could clear the weight also if SetMorphTarget to be 0.f #jira: UE-29999 Change 3182090 on 2016/11/01 by Lina.Halper Fix issue where import doesn't display any message when import type hasn't been detected Change 3182123 on 2016/11/01 by Wes.Hunt ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown. Change 3182177 on 2016/11/01 by Lina.Halper Fix not being able to modify Joint Target Location in detail panel #jira: UE-30900 Change 3182181 on 2016/11/01 by Ben.Zeigler Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init Some header cleanup Change 3182876 on 2016/11/02 by Danny.Bouimad Moving files Change 3182912 on 2016/11/02 by Thomas.Sarkanen Added access to the viewport client from IPersonaViewport Allows systems to hook into the state of the client. #jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails Change 3182927 on 2016/11/02 by Thomas.Sarkanen Initially select current asset in the asset family shortcut bar dropdown #jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does Change 3182970 on 2016/11/02 by Lukasz.Furman CIS fix for gameplay debugger copy of CL# 3165005 Change 3183123 on 2016/11/02 by Mieszko.Zielinski Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4 Change 3183310 on 2016/11/02 by Jurre.deBaare Blendspace changes: - Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp - Re-ordered blendspace.h/cpp - const correctness where possible - Removed unused code paths - Wrapped non-runtime code paths in WITH_EDITOR Blendspace editor refactor: - Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp - New Grid Widget class - Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase - SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase) Change 3183344 on 2016/11/02 by James.Golding UEFW-181 : Move PhysX vehicle support to a plugin - Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm) - Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene - TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure - Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs Change 3183351 on 2016/11/02 by Ben.Zeigler Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry Change 3183354 on 2016/11/02 by Ben.Zeigler Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved Change 3183383 on 2016/11/02 by Thomas.Sarkanen Persona camera fixes Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now). Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable. Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it). #jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor Change 3183409 on 2016/11/02 by Jon.Nabozny #rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable. #jira UE-35660 Change 3183625 on 2016/11/02 by James.Golding Hopeful fix for Mac CIS issue in PhysXVehiclesEditor Change 3183652 on 2016/11/02 by Ben.Zeigler Fix issue where commonly replicated tags didn't work if load from ini was turned off. Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted. Change 3183856 on 2016/11/02 by Richard.Hinckley #jira UEDOC-4006 Editing GameMode and GameState documentation (in Framework branch). Change 3183902 on 2016/11/02 by Mieszko.Zielinski Fixed EQS debug drawing not showing item labels #UE4 Proper implementation of CL#3183899 #jira UE-38122 Change 3183996 on 2016/11/02 by Jon.Nabozny Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536. Change 3184129 on 2016/11/02 by Ben.Zeigler #jira UE-38022 Move GameplayAbilities to a plugin. Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default #jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time #jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object Change 3184130 on 2016/11/02 by Ben.Zeigler Internal game fixups for moving gameplayabilities to a plugin Change 3184469 on 2016/11/02 by Ben.Zeigler Change abilities plugin to be more obviously unsupported Change 3184565 on 2016/11/02 by dan.reynolds AEOverview update with HRTF test map Change 3184800 on 2016/11/03 by Thomas.Sarkanen Added "Show Selected and Parents" to bone display options Also fixed mis-named menu section. #jira UE-35375 - Add 'selected bone and parents' option to Persona viewport Change 3184810 on 2016/11/03 by James.Golding Remove WoflPlat PhysX 3.3 and Apex 1.3 files Change 3184817 on 2016/11/03 by Thomas.Sarkanen Added facial animation support Added curve table to sound wave (internal or external). Added UI support for manipulating these. Improved curve table editor. - Editor can now display curves as well as tables. - Sparse keys are now properly supported (where keys are not presnet at some times in some curves). Added curve source interface. Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves. Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played. Added bulk importer plugin. This imports audio & FBX files and builds cuirve data into SoundWave assets. - Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves. - Added new support for importing curves to a curve table. Added preview of audio to Persona. - Added display, filtering and playback of sound waves from the anim sequence browser. - Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!) - Persona now uses an Actor rather than disparate components. - Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly. - Preview scene can now be manipulated by plugins etc. using a delegate when it is created. - Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'. #jira UEFW-7 - Routing Sound Curves to AnimBP #jira UEFW-5 - Support importing curves #jira UE-37950 - Spawn preview actor in animation editor Change 3184837 on 2016/11/03 by James.Golding PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri) #jira UE-37978 Change 3184847 on 2016/11/03 by Thomas.Sarkanen Fixed editor shutdown crash Dont try to save config when UObjects are all gone. Change 3184853 on 2016/11/03 by James.Golding Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead. Change 3184884 on 2016/11/03 by Thomas.Sarkanen Anim Blueprint thread safety is now checked in the compiler Added new metadata keys for classes and functions to describe their thread safety. Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage. Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.). Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc. CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out. #doc Added link to new section of AnimGraph page, which may benefit from images etc. #jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads. Change 3184886 on 2016/11/03 by Thomas.Sarkanen Content fixes for anim BP thread safety warnings Ocean: Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream. Odin: Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead. Fortnite: Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh Change 3184894 on 2016/11/03 by Thomas.Sarkanen Fix Mac CIS Change 3184951 on 2016/11/03 by Thomas.Sarkanen Fix CIS warning on clang platforms Change 3185176 on 2016/11/03 by James.Golding Hopeful fix for building PhysXVehicles plugin for mac Change 3185289 on 2016/11/03 by Alex.Delesky #jira UE-37773 - Updating the Gameplay Tags UI to allow for the following: -Addition of a tag with comments and a specific INI location -An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag -A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references) -Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified -Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array Change 3185331 on 2016/11/03 by Marc.Audy Remove duplicated condition from if Change 3185426 on 2016/11/03 by James.Golding Another attempt at fixing mac builds of PhysXVehicles plugin Change 3185487 on 2016/11/03 by James.Golding - Remove TireType assets from templates/sample, add TireConfigs instead - Make deprecated vehicle vars visible (but not editable), to help converting content - Change icon for PhysX vehicle plugin Change 3185520 on 2016/11/03 by James.Golding Trying yet again to fix Mac CIS! Change 3185542 on 2016/11/03 by Ben.Zeigler #jira UE-34086 Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent #jira UE-35652 Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate Change 3185570 on 2016/11/03 by Marc.Audy Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null. Remove some autos Change 3185749 on 2016/11/03 by dan.reynolds AEOverview test map addition: testing Virtual Voice Change 3185946 on 2016/11/03 by dan.reynolds AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps Change 3185972 on 2016/11/03 by Lina.Halper Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser #jira: UE-31890 #code review: Thomas.Sarkanen Change 3186043 on 2016/11/03 by Alex.Delesky #jira UE-37773 - Fixing some of the gameplay tags UI based on feedback -Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets -Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible -Tags with comments will now display both their name and their comment in tooltips Change 3186207 on 2016/11/03 by Alex.Delesky #jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names Change 3186321 on 2016/11/03 by Dan.Reynolds Removed deprecated test asset (BP_ProceduralSoundWaveTest) Change 3186740 on 2016/11/04 by Thomas.Sarkanen Removed FPersona and supporting classes Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more). #jira UEFW-222 - Remove FPersona Change 3186741 on 2016/11/04 by Thomas.Sarkanen Fix non-unity builds Change 3186755 on 2016/11/04 by Thomas.Sarkanen Prevent adding keys to read-only curves in curve tables Lock off the shift-LMB shortcut to add keys #jira UE-38210 - Crash trying to add a key to a curve table in curve view Change 3186798 on 2016/11/04 by James.Golding UE-37503 - Add FHitResult output to K2_LineTraceComponent Change 3186800 on 2016/11/04 by James.Golding - Remove deprecated collision functions in KismetSystemLibrary - Remove _NEW from collision function names, add redirectors - Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941) Change 3186989 on 2016/11/04 by James.Golding Fix CIS fail in Fortnte Change 3187081 on 2016/11/04 by Wes.Hunt EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125 Change 3187135 on 2016/11/04 by Jurre.deBaare Fix for incorrect framework version in blendspace serialization code. Change 3187682 on 2016/11/04 by Ben.Zeigler #jira UE-38289 Fix crash when replicated tag array is empty Change 3188113 on 2016/11/05 by Mieszko.Zielinski Removed a bunch of deprecated AI module functions #UE4 Cut-off point at v4.10 Change 3188119 on 2016/11/05 by Mieszko.Zielinski Deprecated AI functionality removal fallout fixes #UE4 Change 3188121 on 2016/11/05 by Mieszko.Zielinski PR #2883: Added a Cone EQS Generator (Contributed by orfeasel) Did some massaging on change. #jira UE-37685 Change 3188122 on 2016/11/05 by Mieszko.Zielinski Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4 Change 3188442 on 2016/11/07 by James.Golding Check in trace debug draw test map Change 3188463 on 2016/11/07 by james.cobbett Submitting Pose Snapshot test map and asset Change 3188618 on 2016/11/07 by Thomas.Sarkanen Expanded pose snapshot system Allows poses to be stored in variables. Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT. Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin. Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more. #jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with) Change 3188619 on 2016/11/07 by Thomas.Sarkanen Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h Change 3188642 on 2016/11/07 by Thomas.Sarkanen Added new test for pose variables Change 3188716 on 2016/11/07 by Ben.Zeigler #jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file Change 3189020 on 2016/11/07 by dan.reynolds Added a test map for Audio Volume Ambient Zone test for Play Sound at Location AVOverviewAZPlaySoundAtLocation Change 3189188 on 2016/11/07 by Jon.Nabozny Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp. #jira UE-36607 Change 3189199 on 2016/11/07 by Jon.Nabozny Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design. #jira UE-33038 Change 3189271 on 2016/11/07 by Aaron.McLeran UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module - Fixups for removals - Several bug fixes for sound classes Change 3189450 on 2016/11/07 by Aaron.McLeran Fixes for facial animation playback progress - Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms. - Allowing platforms to override to get a "sample accurate" playback time for platforms that are able. Change 3189507 on 2016/11/07 by Wes.Hunt * Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820 * Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it. * Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802 * Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811 * Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes. * Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808 * Removed GetUniqueDeviceId code from LauncherInstaller. * Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event. * Removed DeviceID from SessionStart analytics event. #FYI: justin.sargent, Chris.Wood, Wes.Fudala * Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers. * Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing. * Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it. Change 3190032 on 2016/11/08 by Wes.Hunt Fix a few places I forgot to deprecate regarding GetMacAddress. Change 3190107 on 2016/11/08 by Wes.Hunt Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way. Change 3190326 on 2016/11/08 by Aaron.McLeran Fixing CIS build warning Change 3190495 on 2016/11/08 by Jon.Nabozny Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent. #jira UE-37512 Change 3190566 on 2016/11/08 by Martin.Wilson Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons) #jira UE-27323 Change 3190631 on 2016/11/08 by Martin.Wilson Fix notify validation not triggering when using set time/set frame context menu options #jira UE-37857 Change 3190666 on 2016/11/08 by Martin.Wilson Add info about anim instance to additive warning #jira UE-35930 Change 3191290 on 2016/11/09 by Thomas.Sarkanen Fix skeleton tree selection disappearing when filtering changes Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework) Split SSkeletonTree into multiple files Items now derive from the common base class ISkeletonTreeItem. New skeleton tree item RTTI added modlled on the drag/drop RTTI. Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come). Item selection is now preserved on filter change. Filtering now (optionally) keeps the hierarchy in place. #jira UE-31017 - Skeleton Selection is Lost When Changing Filters Change 3191325 on 2016/11/09 by Thomas.Sarkanen Fix clang CIS Change 3191344 on 2016/11/09 by Thomas.Sarkanen More clang CIS fixes Change 3191345 on 2016/11/09 by Thomas.Sarkanen CIS fix: Missed another enum fwd declaration Change 3191374 on 2016/11/09 by Thomas.Sarkanen Remove 4.11 deprecated functions from animation systems Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways). #jira UE-35748 - Clean up 4.11 Deprecated functions Change 3191375 on 2016/11/09 by Thomas.Sarkanen Fixup Orion hero instance after deprecation Change 3191739 on 2016/11/09 by Marc.Audy PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor. Change 3191827 on 2016/11/09 by Marc.Audy Raw Input plugin allowing support of steering wheels and flightsticks #jira UEFW-237 Change 3191828 on 2016/11/09 by Ben.Zeigler #jira UE-38384 Comment cleanup for gameplay tag library Change 3191889 on 2016/11/09 by Ben.Zeigler #jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control If a settings file does not yet exist on disk, also try adding to source control after writing it Change 3191911 on 2016/11/09 by Marc.Audy Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game. #jira UEFW-237 Change 3191915 on 2016/11/09 by Marc.Audy Provide useful tooltips for raw input setting properties #jira UEFW-237 Change 3192039 on 2016/11/09 by dan.reynolds AEOverview Update - Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap - Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes Change 3192059 on 2016/11/09 by Martin.Wilson Fix montage thumbnail rendering with ref pose #jira UE-35578 Change 3192065 on 2016/11/09 by Martin.Wilson Widen bone reference widget to give a better view of the name and added full name to tooltip #jira UE-36264 Change 3192217 on 2016/11/09 by Martin.Wilson Auto selected current bone when opening bone reference tree #Jira UE-36264 Change 3192332 on 2016/11/09 by Marc.Audy Fix RawInput compiling when WITH_EDITOR is false #jira UE-38433 Change 3193061 on 2016/11/10 by Thomas.Sarkanen Marked facial animation plugin & component as experimental/beta Change 3193072 on 2016/11/10 by Martin.Wilson Correct reference skeleton fix up order Change 3193112 on 2016/11/10 by Danny.Bouimad Pesudo hair asset usintphat for testing Change 3193243 on 2016/11/10 by Martin.Wilson Fix removal of USkeleton bone tree entries #Jira UE-37363 Change 3193249 on 2016/11/10 by Marc.Audy Raw input compile fixes: Fix additional not with_editor compile issues Fix static analysis warnings #jira UE-38433 Change 3193558 on 2016/11/10 by Martin.Wilson Move "Number of Curves" label creation to attribute so that it updates dynamically #jira UE-26767 Change 3193664 on 2016/11/10 by Marc.Audy PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing) #jira UE-38436 Change 3193719 on 2016/11/10 by Lukasz.Furman fixed vertical jitter in replicated NavWalking movement #jira UE-33260 Change 3193802 on 2016/11/10 by Marc.Audy Remove some autos, fix NULL to nullptr, call GetWorld just once Change 3193809 on 2016/11/10 by Marc.Audy Fix Mac CIS compile error #jira UE-38501 Change 3194053 on 2016/11/10 by Aaron.McLeran Fixed crash on shutdown when using audio mixer - Switching audio mixer to use a runnable thread rather than async tasks - Fixed issue where audio buffers weren't taking ownership of wave data Change 3194057 on 2016/11/10 by Aaron.McLeran Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files. - Added support for 8 channel source files. Change 3194070 on 2016/11/10 by Aaron.McLeran Fixing stupid compile error Change 3194779 on 2016/11/11 by Jon.Nabozny Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume. Missed the '=true' portion. Change 3194967 on 2016/11/11 by Mieszko.Zielinski PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher) #jira UE-38443 #jira UE-30906 Change 3195741 on 2016/11/11 by Ben.Zeigler #UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures Change 3196655 on 2016/11/14 by Marc.Audy Remove pointless remove/adds from Odin DefaultEngine.ini. This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to #jira UE-38562 Change 3196678 on 2016/11/14 by Lukasz.Furman pass on gameplay debugger's EQS category copy of CL# 3195071, 3195152, 3196617 with local fixes Change 3196700 on 2016/11/14 by Ben.Zeigler #jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows Change 3196719 on 2016/11/14 by Thomas.Sarkanen Added extra output to anim BP compiler when a blueprint function call is used This allows us to give more info to users when unsafe things (like blueprint functions) are used. Change 3196799 on 2016/11/14 by Jurre.deBaare Fix for blendspace tooltip crash #fix Check before dereferencing animation ptr on samples :) Change 3196971 on 2016/11/14 by Lukasz.Furman replaced hardcoded value for pathfollowing's focal point distance with a parameter #ue4 Change 3196994 on 2016/11/14 by Marc.Audy Slightly improve performance of boolean check Change 3197768 on 2016/11/14 by dan.reynolds AEOverview Stage 2 WIP - Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.) - Added Categorization menu to Main staging map to help sorting maps by category - Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically. Change 3197782 on 2016/11/14 by dan.reynolds AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP Change 3197801 on 2016/11/14 by dan.reynolds AEOverviewMain Stage 2 WIP: - Added Select All Buttom to select all loaded menu items Change 3197988 on 2016/11/15 by Thomas.Sarkanen Add the ability to use incompatible meshes with snapshots We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh. No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads. #jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies Change 3198062 on 2016/11/15 by Thomas.Sarkanen Disabled threaded update on various anim blueprints to remove cook warnings #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198071 on 2016/11/15 by Thomas.Sarkanen Fix default values not being available to change post anim BP compilation Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it). #jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected Change 3198082 on 2016/11/15 by Jurre.deBaare CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes #fix UI and ClampMin to 1 #jira UE-38587 Change 3198138 on 2016/11/15 by Thomas.Sarkanen Expose montage functions to Blueprint Made sure to flag appropriate functions as not thread safe. Also const-corrected a few functions that should be. Github #2918: Blueprint Callable Montage Set/Get Position #jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position Change 3198141 on 2016/11/15 by Jurre.deBaare Crash from generated Merged Actor with no created lightmap UV #fix Always flag UV channel 0 to be occupied #jira UE-38520 Change 3198420 on 2016/11/15 by Thomas.Sarkanen Move thread-safety check flags to the UAnimBlueprint Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load. Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues. #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198485 on 2016/11/15 by Thomas.Sarkanen Properly fix compile-on-load/cook warnings about anim blueprint thread safety Content only re-save. #jira UE-38537 - Cooking FortniteGame results in warnings Change 3198622 on 2016/11/15 by Ben.Zeigler #jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature [CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3050254 on 2016/07/14 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614 Change 3136629 on 2016/09/22 by Marc.Audy bye bye auto Change 3136631 on 2016/09/22 by Marc.Audy Allow objects to be marked as duplicate transient or non PIE duplicate transient ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient #jira UE-35680 Change 3136636 on 2016/09/22 by Marc.Audy ParticleSystem and Audio Components now route Activate/Deactivate events to blueprints Component Activate/Deactivate events now provide component as a property #jira UE-35191 Change 3136640 on 2016/09/22 by Marc.Audy Expose bReplicates to blueprint component properties #jira UE-34433 Change 3136709 on 2016/09/22 by Ori.Cohen Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached. #JIRA UE-36234 Change 3136710 on 2016/09/22 by Ori.Cohen Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together. #JIRA UE-35899 Change 3136770 on 2016/09/22 by Marc.Audy Fix compile error Change 3136854 on 2016/09/22 by Marc.Audy Sprite components need to be text export transient #jira UE-36064 Change 3136926 on 2016/09/22 by Ori.Cohen Fix ensure when skeletal mesh bodies have no collision. Change 3137054 on 2016/09/22 by Aaron.McLeran PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes) Change 3137058 on 2016/09/22 by Aaron.McLeran PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet) Change 3137060 on 2016/09/22 by Aaron.McLeran UE-36336 Fixing A3D for mono/2D sounds - Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds - Fixing A3D mono sources from failing after a time Change 3137066 on 2016/09/22 by Aaron.McLeran Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0 Change 3137098 on 2016/09/22 by dan.reynolds AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process. Change 3137132 on 2016/09/22 by Aaron.McLeran PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge) Change 3137175 on 2016/09/22 by Aaron.McLeran Fixing compile error with PhysXCollision.cpp from CL 3136710 Change 3137540 on 2016/09/23 by Thomas.Sarkanen Fixed crash when generating LODs automatically for skeletal meshes Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification. #jira UE-36253 - Crash applying LOD changes in Persona Change 3137720 on 2016/09/23 by Thomas.Sarkanen Changed asset shortcut bar to display asset names & reworked padding #jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text Change 3137761 on 2016/09/23 by Martin.Wilson Fix typo in root motion from everything accumulation code Change 3137877 on 2016/09/23 by Thomas.Sarkanen Fixed undo/redo forcing skeletal meshes into t-pose Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent. #jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function Change 3137885 on 2016/09/23 by Benn.Gallagher Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect. #jira UE-35151 Change 3137888 on 2016/09/23 by Benn.Gallagher Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links #jira UE-24860 Change 3137889 on 2016/09/23 by Benn.Gallagher Fixed transform and widget inconsistencies in IK edit mode #jira UE-20628 Change 3137890 on 2016/09/23 by Jurre.deBaare Alembic Cached Geometry Does Not Display in Stand Alone Game #fix required to force load the GeometryCache module during runtime #jira UE-36187 Change 3137892 on 2016/09/23 by Jurre.deBaare Geometry cache playback should work in sequencer #fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway) #jira UE-35447 Change 3137893 on 2016/09/23 by Jurre.deBaare Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals #fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence #jira UE-35091 Change 3137894 on 2016/09/23 by Jurre.deBaare Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor #fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created #misc added a new check + message in case this occurs again #jira UE-36059 Change 3137938 on 2016/09/23 by Jurre.deBaare Alembic Importing with Incorrect UV's #fix adding option for flipping UVs on import #jira UE-36190 Alembic import axis not aligned correctly #fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max) #jira UE-35510 Change 3137949 on 2016/09/23 by Jurre.deBaare Frame range importing causes confusion during Alembic importing #fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames. #misc changed settings UI listview layout (extra columns and resized old ones) #jira UE-35498 Change 3137994 on 2016/09/23 by Martin.Wilson Fix for creating an empty state when dragging a montage into a state machine graph #jira UE-33371 Change 3138103 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds Change 3138104 on 2016/09/23 by Aaron.McLeran UE-35392 Copy pasting local node into separate project crashes the engine Change 3138224 on 2016/09/23 by Aaron.McLeran UE-36312 Fixing sound node distance cross fade for case of looping sounds - Adding a check for wave instance count to account for virtualized sounds (one-shots) Change 3138666 on 2016/09/23 by Ben.Zeigler #UEFW-204 Add more comprehensive gameplay tag tests Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon Change 3138779 on 2016/09/23 by Marc.Audy Get rid of pointless casts Change 3138782 on 2016/09/23 by Marc.Audy remove some GWorlds Change 3139701 on 2016/09/26 by Jurre.deBaare Assert failed on GemetryCache for PS4 package #fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files #jira UE-36392 Change 3139704 on 2016/09/26 by Jurre.deBaare Fix for -1 begin frame #fix do the max as an signed int, to make sure we don't wrap around Change 3139748 on 2016/09/26 by Benn.Gallagher PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri) Moved the definition of the boundary to a FPhysScene class static Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary #jira UE-35736 Change 3139903 on 2016/09/26 by Benn.Gallagher Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values #jira UE-34366 Change 3140409 on 2016/09/26 by Lukasz.Furman fixed uninitialized configs of gameplay debugger copy of CL# 3140399 Change 3140516 on 2016/09/26 by dan.reynolds AEOverview Map Update - Ambient Zone + Focus Test Change 3140526 on 2016/09/26 by Jon.Nabozny #rn Fixed CanJump inconsistencies with previous versions. Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how jump count and hold time were compared in CanJump. #jira UE-35524, UE-35582 Change 3140745 on 2016/09/26 by dan.reynolds AEOverview Test Map Update + Occlusion Test Change 3140839 on 2016/09/26 by dan.reynolds AEOverview - minor updates Change 3141101 on 2016/09/27 by Thomas.Sarkanen Preview scene worlds now render correctly Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index). In-game hidden flags now apply to GamePreview, but not EditorPreview worlds. Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose. Fixed up UT cases where this was being used. FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport). Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview. Fixed erroneous use of TEnumAsByte for non-uproperty WorldType. #jira UE-22883 - Using FPreviewScenes in-game for scene captures Change 3141106 on 2016/09/27 by Thomas.Sarkanen Column toggling improvements Column toggle menu now does not close when items are selected. This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection. Also allowed columns to be hidden by default for specific use cases (like the sequence browser). #jira UE-35818 - Anim asset browser column picker should stay up Change 3141131 on 2016/09/27 by Thomas.Sarkanen Fix CIS warnings Fallout from preview world changes Change 3141143 on 2016/09/27 by Jurre.deBaare Fix for CIS errors Change 3141235 on 2016/09/27 by Thomas.Sarkanen Fix offset of Persona floor mesh when auto-alignment is enabled When auto alignment was disabled, the offset wasnt getting taken into account. #jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled Change 3141327 on 2016/09/27 by Marc.Audy Ensure that the client side AttachChildren array remains accurate #jira UE-26025 Change 3141474 on 2016/09/27 by mason.seay Updating test map name and moving PlayerStart Change 3141501 on 2016/09/27 by Benn.Gallagher Loading time improvements for destructibles from Nvidia Updated to use new framework custom version instead of global object version Fixed usage of TArray to enable correct loading and saving of the cached data. #jira UE-29680 Change 3141889 on 2016/09/27 by Marc.Audy Fix DestructibleMesh when WITH_APEX is 0 #jira UE-36484 Change 3142034 on 2016/09/27 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971 Change 3142131 on 2016/09/27 by Ori.Cohen Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query. #JIRA UE-36381 Change 3142154 on 2016/09/27 by Ori.Cohen Fix build, ModuleCachedData instead of NxApexModuleCachedData Change 3142159 on 2016/09/27 by mason.seay Blueprint for testing Child Actor Templates Change 3142255 on 2016/09/27 by Jon.Nabozny Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument. #jira UE-35199, UE-35197, UE-35201 Change 3142717 on 2016/09/27 by dan.reynolds AEOverview Update + Sound Class Test Change 3142764 on 2016/09/27 by Marc.Audy Fix Ocean deprecation warnings Change 3142962 on 2016/09/28 by Thomas.Sarkanen Fixed bounds calculations for local camera animations Correctly calculated bounds as local to the initial transform in the track. Implemented suggested fixes from UDN user chhaddon (The Coalition). #jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true Change 3143007 on 2016/09/28 by Martin.Wilson Added virtual bones to USkeleton API Breaking change: -Added USkeleton pointer to RemoveBonesByName -FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead #jira UEFW-81 Change 3143040 on 2016/09/28 by James.Golding Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG Fix up game projects to compile in Shipping/Test after this change PR #2757: (Contributed by projectgheist) #jira UE-35488 Change 3143046 on 2016/09/28 by James.Golding Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file) Change 3143047 on 2016/09/28 by James.Golding PR #2731: Capsule primitive drawing fix (Contributed by kamrann) #jira UE-35142 Change 3143050 on 2016/09/28 by Martin.Wilson Update DDC key as some animation have stale data Change 3143088 on 2016/09/28 by Martin.Wilson CIS Fixes for Ocean after FReferenceSkeleton changes Change 3143090 on 2016/09/28 by Benn.Gallagher Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it. #jira UE-36482 Change 3143091 on 2016/09/28 by Thomas.Sarkanen Fix play/pause keyboard shortcut toggle in Persona based editors Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks). Added the ability for FEdModes to specify whether they can use a widget mode. Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now). #jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused Change 3143100 on 2016/09/28 by James.Golding UE-32275 Fix Anim Curve entries losing Auto state when hidden/reshown Change 3143107 on 2016/09/28 by Martin.Wilson Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us #jira UE-34431 Change 3143125 on 2016/09/28 by Jurre.deBaare PR #2749: Fix blend space triangulation (Contributed by tmiv) Change 3143225 on 2016/09/28 by Jurre.deBaare Mesh/material merging basic test files Change 3143235 on 2016/09/28 by Martin.Wilson Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section #jira UE-35929 Change 3143312 on 2016/09/28 by Marc.Audy Don't globally reregister components, globally recreate render state instead when force deleting assets Fixes crash force deleting a blueprint with a child actor component in it from the content browser Change 3143340 on 2016/09/28 by Mieszko.Zielinski Improved consistency of loudness usage in AISense_Hearing #UE4 Change 3143359 on 2016/09/28 by Marc.Audy Fix spelling error in comment Change 3143372 on 2016/09/28 by Jurre.deBaare HLOD meshes are causing degenerate triangles #fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers #jira UE-34336 Change 3143420 on 2016/09/28 by Mieszko.Zielinski Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4 Change 3143421 on 2016/09/28 by Martin.Wilson Allow reading on animation sequence length in blueprints #jira UE-34168 Change 3143455 on 2016/09/28 by James.Golding Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds. Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions Change 3143518 on 2016/09/28 by Jurre.deBaare Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material #fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material) #misc set texture sampling for HLOD proxy base material to clamp #jira UE-35221 Change 3143542 on 2016/09/28 by James.Golding Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if Fix comment Enable by default for FN Change 3143543 on 2016/09/28 by Benn.Gallagher Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton. Change 3143556 on 2016/09/28 by Aaron.McLeran UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE Change 3143566 on 2016/09/28 by Benn.Gallagher Readded early out alongside new ensure for catching bad preFilter shapes Change 3143568 on 2016/09/28 by Marc.Audy Fix deprecation warnings in UT Change 3143572 on 2016/09/28 by Jurre.deBaare More test content for mesh/material merging Change 3143581 on 2016/09/28 by Jurre.deBaare More content :D Change 3143585 on 2016/09/28 by Jurre.deBaare Geometry cache cleaning #misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump) #misc cleaning out unecessary code Change 3143594 on 2016/09/28 by Marc.Audy Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template #jira UE-36511 Change 3143658 on 2016/09/28 by Marc.Audy RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference #jira UE-36553 Change 3143776 on 2016/09/28 by Marc.Audy Properly reinstance child actor templates when using the fast reinstancing path #jira UE-36516 Change 3143896 on 2016/09/28 by Ori.Cohen Remove UPROPERTY on aggregate threshold which is always read from the physics settings. Change 3144022 on 2016/09/28 by Ben.Zeigler Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system Change 3144252 on 2016/09/28 by mason.seay More blueprints for child actor template testing Change 3144262 on 2016/09/28 by Mason.Seay Deleting assets Change 3144283 on 2016/09/28 by dan.reynolds AEOverview update + Sound Priority Test Change 3144411 on 2016/09/28 by dan.reynolds AEOverview end of day update and tweaks Change 3144679 on 2016/09/29 by Benn.Gallagher Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth. Change 3144856 on 2016/09/29 by Jurre.deBaare HLOD Outliner scrolls back to the top when generating proxy meshes #fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview #jira UE-30384 Change 3144864 on 2016/09/29 by Thomas.Sarkanen Preview mesh fixes Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen). Skeleton preview meshes are now shown as empty if none is set (but a default is chosen). #jira UE-36582 - Cannot set preview mesh per-animation Change 3144865 on 2016/09/29 by Jurre.deBaare More test content Change 3144885 on 2016/09/29 by James.Golding UE-35307 Move 'invalid scale' warning to Message Log to be more visible in editor Change scale clamping in UpdateBodyScale to catch cases like (1,0,1) Change 3144903 on 2016/09/29 by Thomas.Sarkanen Deprecating StaticMesh in UStaticMeshComponent Added GetStaticMesh to access the value as read-only. SetStaticMesh is now called in all locations that used to call "StaticMesh =". Lots of fixups. #jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent Change 3145020 on 2016/09/29 by Thomas.Sarkanen Fix bounds calculations that include bones to respect LOD (and other requried bones) Sometimes bones would not be updated if we LOD switched, extending the bounds. #jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD Change 3145041 on 2016/09/29 by Jurre.deBaare Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results #fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh #misc ignore the source lightmap uv channels to reduce data #jira UE-36595 Change 3145219 on 2016/09/29 by Benn.Gallagher Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time. #jira UE-36552 Change 3145222 on 2016/09/29 by Jurre.deBaare Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash #fix on import set _all_ bone influence to 0 #jira UE-36602 Change 3145267 on 2016/09/29 by Ori.Cohen Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults. #JIRA UE-36483 Change 3145306 on 2016/09/29 by Jon.Nabozny Fixed PhAT so multiple constraints can be selected and edited properly at the same time. #JIRA: UE-31493 Change 3145342 on 2016/09/29 by Marc.Audy Do not update cull distance volumes whenever any property changes * Any movement or property change of a cull distance volume still does a global update * Any movement of a component belong to any other Actor updates only the components of that Actor * Any property change of a primitive component only updates that component #jira UE-36399 Change 3145958 on 2016/09/29 by Marc.Audy In game worlds don't auto activate components until the actor is ready to process them #jira UE-35189 Change 3146110 on 2016/09/29 by dan.reynolds AEOverview update + Soundwave Procedural Test Map Change 3146375 on 2016/09/30 by Benn.Gallagher Fixed crash saving newly created destructible mesh after material refactor. #jira UE-36619 Change 3146378 on 2016/09/30 by James.Golding UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before) Also add stat for FBodyInstance::LineTrace Change 3146379 on 2016/09/30 by James.Golding Add test assets for creating procmesh collision in non-editor builds Change 3146386 on 2016/09/30 by Thomas.Sarkanen Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance. This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used. #jira UE-36251 - Ensures showing uncompressed animations in anim blueprints Change 3146464 on 2016/09/30 by Thomas.Sarkanen Fix layered blend per bone odd/even connection counts alternately working/not working Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName. #jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs Change 3146652 on 2016/09/30 by Benn.Gallagher Fixed subinstance properties appearing in the caller's details panel as oddly named properties. #jira UE-34141 Change 3146673 on 2016/09/30 by Martin.Wilson Make RawAnimationData (and associated anim sequence data) private #jira ue-25869 Change 3146680 on 2016/09/30 by Benn.Gallagher Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node #jira UE-29847 Change 3146681 on 2016/09/30 by Benn.Gallagher Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node #jira UE-30885 Change 3146711 on 2016/09/30 by Jon.Nabozny Fix PhAT SnapConstraintToBone. #jira UE-31491 Change 3146717 on 2016/09/30 by Danny.Bouimad Adding Jurres really useful merge actor test assets to somewhere QA can get em. Change 3146738 on 2016/09/30 by Martin.Wilson Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1 #tests Editor tests with mambo pose asset #jira UE-36189 Change 3146750 on 2016/09/30 by Jurre.deBaare Material baking issue #misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture) #misc Replaced incorrect masks with _way_ better approach thanks to Martin Change 3146755 on 2016/09/30 by Jurre.deBaare Need better progress bar for HLOD #fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback #jira UE-34334 Change 3147085 on 2016/09/30 by Marc.Audy PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay) #jira UE-36632 Change 3147224 on 2016/09/30 by Martin.Wilson CIS Fix Change 3147280 on 2016/09/30 by Marc.Audy Mouse smoothing should use application frame rate, not the dilated game frame rate #jira UE-31040 Change 3147446 on 2016/09/30 by Aaron.McLeran UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly Change 3147693 on 2016/09/30 by Ben.Zeigler #jira UE-36657 If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location Change 3147697 on 2016/09/30 by Jon.Nabozny Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX #jira UE-30486 Change 3147761 on 2016/09/30 by Jon.Nabozny Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage. Change 3148533 on 2016/10/03 by Thomas.Sarkanen Fix new deprecation warnings introduced by the pull from main Change 3148567 on 2016/10/03 by Marc.Audy Fix crash when exiting PIE while a panoramic screenshot is being taken Make stereo panorama tick with the world it is operating on #jira UE-36492 Change 3148571 on 2016/10/03 by Marc.Audy Allow modification of components that are EditAnywhere but don't exist in the CDO #jira UE-36694 Change 3148607 on 2016/10/03 by Martin.Wilson Properly end notify states when we clear the anim instance on a skeletal mesh. #jira UE-32488 Change 3148711 on 2016/10/03 by Martin.Wilson Fix type in virtual bone tooltip #jira UE-36703 Change 3148746 on 2016/10/03 by Benn.Gallagher Fixed a few cases where post process and sub instance anim calls weren't being made correctly. #jira UE-36529 Change 3148807 on 2016/10/03 by Martin.Wilson Fix mismatch skeleton error when undoing virtual bone changes #jira UE-36705 Change 3148812 on 2016/10/03 by Martin.Wilson Add undo support to removing virtual bones #jira UE-36706 Change 3148975 on 2016/10/03 by Jurre.deBaare Issue with combining meshes both with/without normal maps #fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect) #misc fixed issue in function to set texture rectangle to a single colour #misc spotted comparison error Change 3148976 on 2016/10/03 by Ori.Cohen Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs #JIRA UE-36639 Change 3148991 on 2016/10/03 by Jurre.deBaare Changing LOD materials on Merged Actors Crashes Editor #fix take into account LOD that is using the material when remapping (removing duplicate) materials #jira UE-35883 Change 3148997 on 2016/10/03 by Jurre.deBaare Make sure we remove matrix samples that fall outside of the import range and remap those that are in range Change 3149002 on 2016/10/03 by Jurre.deBaare Issues with importing Alembic caches using matrix transformations #fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from Change 3149030 on 2016/10/03 by Martin.Wilson Dont show save warning on animations when we have curve data #jira UE-34145 Change 3149115 on 2016/10/03 by Mieszko.Zielinski Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4 #jira UE-35153 Change 3149186 on 2016/10/03 by Ben.Zeigler #UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it. This code is weird but this solution is better than the old version and handles inconsistent results Change 3149235 on 2016/10/03 by Martin.Wilson Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself. #jira UE-20005 Change 3149245 on 2016/10/03 by Marc.Audy Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates. Change 3149397 on 2016/10/03 by Ori.Cohen Fix collision profile writing out response values to channels that don't exist. #JIRA UE-36359 Change 3149679 on 2016/10/03 by Zak.Middleton #ue4 - Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category. Change 3149929 on 2016/10/04 by Jurre.deBaare Fix for CIS errors #fix Mac didn't like undefined struct Change 3149977 on 2016/10/04 by danny.bouimad Massive update to Merge Actor test files Change 3150014 on 2016/10/04 by James.Golding UE-36686 Fix crash when slicing and not creating other section Change 3150016 on 2016/10/04 by James.Golding UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging Change 3150019 on 2016/10/04 by James.Golding UE-36737 Fix LineTraceComponent not returning face index Change 3150020 on 2016/10/04 by James.Golding UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module Change 3150027 on 2016/10/04 by Ben.Marsh Add PhysX build option into Dev-Framework. Change 3150042 on 2016/10/04 by Benn.Gallagher Fixed clothing example 1.3 collision glitches Change 3150172 on 2016/10/04 by Benn.Gallagher Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them. #jira UE-36589 Change 3150319 on 2016/10/04 by Ori.Cohen Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future. #JIRA UE-36535, UE-36504 Change 3150355 on 2016/10/04 by Zak.Middleton #ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast. Change 3150370 on 2016/10/04 by Ori.Cohen Fix deferred actors not getting flushed. Change 3150386 on 2016/10/04 by Martin.Wilson Fix additive animation check failing in cooked builds when using virtual bones #jira UE-36743 Change 3150424 on 2016/10/04 by Ori.Cohen Exclude kinematic actors from active transforms generation. Change 3150613 on 2016/10/04 by Zak.Middleton #ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject. (Mirror CL 3138304 in Orion-DevGeneral) #jira UE-36810 #tests compiled Change 3150679 on 2016/10/04 by Ben.Zeigler Crash fix with no async scene Change 3150765 on 2016/10/04 by Ben.Zeigler Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing Change 3150796 on 2016/10/04 by Marc.Audy Fix LOCTEXT warnings related to blueprint class menu options Change 3150806 on 2016/10/04 by Ben.Zeigler Fix bad text format in import error message, lead to double error Change 3150891 on 2016/10/04 by Ben.Zeigler #jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global Change 3150914 on 2016/10/04 by Marc.Audy Don't try to recreate render state if it has already been recreated while the recreate context was active #jira UE-36590 Change 3151195 on 2016/10/04 by Dan.Reynolds Updates to QASoundWaveProcedural QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave. Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square). Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing. Change 3151233 on 2016/10/04 by Ben.Zeigler #jira UE-36836 Fix variable shadowing warnings Change 3151328 on 2016/10/04 by dan.reynolds AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP Change 3151461 on 2016/10/05 by Thomas.Sarkanen Fix localization warnings #jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings Change 3151546 on 2016/10/05 by Martin.Wilson Fix pose watch regression due to persona refactor changes. #jira UE-36851 Change 3151587 on 2016/10/05 by Jurre.deBaare Updating Simplygon to SDK version 8.0 #misc removed redundant files #misc fixed landscape culling in merge actor path #misc added support for volume culling using simplygon #misc fixed when or not to use mesh data for material baking #notes Change: 3137650 Date: 23/09/2016 07:57 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: -Renamed commandline variables for ZipUtils AutomationScript -Implemented Execute instead of ExecuteBuild -Updated commandline arguments in SimplygonSwarm JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2 Change: 3137649 Date: 23/09/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Moved file hash computation to ImportObject JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4 Change: 3137646 Date: 23/09/2016 07:55 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Fixes CL3099204 EditorPerProjectUserSetting Removed ConfigRestartRequired attribute from properties where it was not required MeshUtilities -Added FProxyFailedDelegate -Extended IMeshMerging to include FProxyFailed delegate -Added ProxyGenerationFailed method to FProxyGenerationProcessor class -Setup FailedDelegate for both MeshMerging and DistributedMeshMerging SimplygonMeshReduction -Added check for invalid texture id -Updated notes and removed commented code that is not required. -Setup failed delegate -Fixed issue where image data was never hooked into the texture. -Fixed issue where texture table was never passed into casters SimplygonSwarm -Setup failed delegate -Fixed RawMesh pointer usage. -Move helper method into SimplygonSwarmHelpers.h. -Added SimplygonSwarmHelpers -Removed redundant constant path to 7-zip -Removed GetSimplygonDirectory instead using inplace. -Removed commented code that is currently not required. -Fixed Typos JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3 Change: 3099204 Date: 24/08/2016 07:56 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Simplygon 8.0 Updates Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0 EditorPerProjectSettings *SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB *SwarmNumOfConcurrentJobs for executing number of concurrent jobs *Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK) SPL, SimplygonSwarm, RESTClient *Bumped up SPL Version to 8 *Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374 *Removed SPL Templates for version 7.0 *Added conditional logging to REST methods *Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid. *Updated method to take in texturepath SimplygonMeshReduction *Removed minimum version requirement. *Bumped up minimum version *Chagned license file name to refelect 8.0 changes *MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2 Change: 3099200 Date: 24/08/2016 07:48 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: #fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2 Change: 3099199 Date: 24/08/2016 07:47 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm. This will remove any dependency on external zip program and should work across platforms JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1 Change: 3099197 Date: 24/08/2016 07:40 Client: Mustafa.Tungekar_Dev-Partner-Simplygon User: Mustafa.Tungekar Status: submitted Type: restricted ImportedBy: Identity: Description: *Speed improvements for FBX Scene Importer *Added a static method to compute Hash. JobStatus: Jobs: Files: //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3 //UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2 //UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2 Change 3151664 on 2016/10/05 by Richard.Hinckley Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member. Change 3151729 on 2016/10/05 by Thomas.Sarkanen Audit of remaining NaN checks Some checks remain on in shipping (generally those called from blueprint): - AActor::TeleportTo - AActor::SetActorRelativeScale3D #jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test Change 3151742 on 2016/10/05 by Ori.Cohen Make sure that if physical animation component doesn't find a body and bone it doesn't crash. #JIRA UE-36839 Change 3151756 on 2016/10/05 by Jurre.deBaare Fixing d3dcompiler_47.dll missing issue #fix added runtime dependency and dll name to build.cs file #fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL Change 3151761 on 2016/10/05 by Thomas.Sarkanen Fix deprecation warning from last integration Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd. #jira UE-36858 - Compile UE4Editor* completed with 1 warning Change 3151782 on 2016/10/05 by Jurre.deBaare Simplygon patch up #misc linker errors popping up from JSONCPP #misc incorporated emissive material property fix from other shelve #misc static analysis fix Change 3151804 on 2016/10/05 by Marc.Audy Clear need end of frame update when unregistering a component Change 3151928 on 2016/10/05 by Ori.Cohen Fix runtime DLLs not including all delay loaded physx dll files. #JIRA UE-36816 Change 3151977 on 2016/10/05 by Martin.Wilson Notifies can no longer occupy the same time on the same track. #jira UE-30658 Change 3151989 on 2016/10/05 by Jon.Nabozny Fix ArchVis character rotation pitch when looking up/down. #jira UE-35706 Change 3152083 on 2016/10/05 by Marc.Audy Ensure that pending kill components get their marked for end of frame state cleared. Change 3152086 on 2016/10/05 by Ben.Zeigler #jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid Change 3152093 on 2016/10/05 by Marc.Audy Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load). #jira UE-36146 #jira UE-24647 Change 3152100 on 2016/10/05 by Ben.Zeigler Remove pragma optmize Change 3152112 on 2016/10/05 by Marc.Audy Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072 Change 3152134 on 2016/10/05 by Jurre.deBaare Simplygon/Merge actor issues #fix for emissive output on meshes that do not have emissive properties #fix for texture binning, not removing invalid split area causing overlapped textures Change 3152136 on 2016/10/05 by James.Golding UE-36859 Fix tooltip saying you can click to stop recording Change 3152169 on 2016/10/05 by James.Golding UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh Change 3152202 on 2016/10/05 by Jurre.deBaare Mac/Linux fix Change 3152303 on 2016/10/05 by Marc.Audy Fix deprecation warning post merge from main Change 3152320 on 2016/10/05 by Martin.Wilson Fix root motion from everything calculating incorrect root motion when animations haven't been ticking #jira UE-35364 Change 3152354 on 2016/10/05 by James.Golding PoseDriver should pass through if no poses activated Change 3152357 on 2016/10/05 by James.Golding UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim. Change 3152556 on 2016/10/05 by Marc.Audy Remove autos Change 3152560 on 2016/10/05 by Marc.Audy Don't allow child actor references to be dragged from the outliner to a level script #jira UE-16700 Change 3152568 on 2016/10/05 by Marc.Audy Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters Remove deprecated bNoCollisionFail #jira UE-35928 Change 3152575 on 2016/10/05 by Marc.Audy Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move Change 3153101 on 2016/10/06 by Thomas.Sarkanen Fix crash re-opening the viewport in Persona-based editors #jira UE-36775 - Editor crashes when re-opening viewport in Persona Change 3153139 on 2016/10/06 by James.Golding UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported Change 3153160 on 2016/10/06 by Thomas.Sarkanen Fix for crash when deleting additive layer track Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr). #jira UE-36740 - Crash when removing or disabling an additive layer track in Persona Change 3153175 on 2016/10/06 by Benn.Gallagher Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed. #jira UE-36900 Change 3153223 on 2016/10/06 by Thomas.Sarkanen Fixed crash when opening an asset from the blend space editor Code was still trying to open 'old' Persona when it was disabled. Also fix other call sites where this was being done outside of asset type actions. #jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona Change 3153324 on 2016/10/06 by Thomas.Sarkanen Prevented invalid GUIDs from being saved into smart name containers AddOrFindName now checks to see if existing GUIDs are valid before using them. AddName now requires a valid GUID to be passed in. Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without this the skeleton might not get saved. Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068). #jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset Change 3153348 on 2016/10/06 by Martin.Wilson Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor) #jira UE-36751 Change 3153426 on 2016/10/06 by Mieszko.Zielinski Added missing elements of block comments support in BT editor #UE4 Change 3153454 on 2016/10/06 by Benn.Gallagher Fixed crash using anim debug with subinstances that are preceded by branching nodes. #jira UE-36935 [CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
bool FAnimationViewportClient::CanCycleWidgetMode() const
{
return ModeTools ? ModeTools->CanCycleWidgetMode() : false;
}
#undef LOCTEXT_NAMESPACE